Multimedia Communications.
Overview
Works: | 352 works in 0 publications in 0 languages |
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Titles
Music in motion: The synthesis of album design and motion graphics for downloadable music.
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Influence of audience characteristics on their behaviors across different sport media platforms.
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Contrasting diffusion patterns for pc and mobile videos: A user-centric view of the influencing factors.
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Blogs and dialogism in the 2008 United States presidential campaign.
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Emotion management and highly interactivity video games: Examining emotion change in relation to arousal, involvement, and enjoyment.
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Multimedia exemplification: The interplay of representation and modality in the processing of online news and perceptions of international issues.
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Text, graphics, and multimedia materials employed in learning a computer-based procedural task.
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Sports information in a digital age: A case study of Lehigh Athletics.
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An experimental study of differences in reading photo books by presentation media: Print vs. screen.
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One more time: Instances, applications, and implications of the replay.
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Beyond resistance: Gender, performance, and fannish practice in digital culture.
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The Popular as the Political: Critical Media Pedagogy as a Condition for Grassroots Collective Action Mobilization via YouTube Videos.
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The media assemblage: The twentieth-century novel in dialogue with film, television, and new media.
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Seeing the way they are in the way they IM: Case studies of instant messaging in Taiwanese fifth graders' lives.
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Exploring Postal and Internet-Based Marketing Communications Preferences Through Consumer Attitudes Toward Money.
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The 21st century addiction: User generated content dependency and media aesthetic expectations as experienced through YouTube.
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The impact of cultural dimensions and the coherence principle of multimedia instruction on the achievement of educational objectives within an online learning environment.
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The value of mobile investments: An examination of the link between after-hours use of employer provided mobile devices and client service performance.
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The patterns, effects and evolution of player social networks in online gaming communities.
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The open channel: Public access television and the people next door.
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Socio-cultural communication system---a communication mechanism for multi-media information access system for non-literate and linguistically diverse users.
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The Child Online: A Sociological Examination of Internet Child Pornography and Internet Luring.
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New Media: Threat or Opportunity? Finding a Way to Balance New Media Initiatives within the Traditional Broadcasting World.
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Electronic social networking services and their effects on multidimensional self-esteem.
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American ideal: How "American Idol" constructs celebrity, collective identity, and American discourses.
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Surveying undergraduates' news consumption habits: Journalism education in the age of media convergence.
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We interrupt this story: Examining the effects of interruptions on processing of online news.
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Resisting and reconciling a virtual age: Performing identities and negotiating literacies in shifting mid-life workspaces and immersive online environments.
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Towards Vibrant Online Services: Technical, Economic, and Social Factors Affecting Online Users.
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A hypersocial-interactive model of Wiki-mediated writing: Collaborative writing in a fan & gamer community.
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Consumers' perceptions about agriculture before and after viewing the film "Food, Inc.".
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The portrayal of schizophrenia in television drama: An experiment assessing how viewer attitudes are affected.
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An examination of social presence in video conferencing vs. an augmented reality conferencing application.
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Effects of lighting phenomena on perceived realism of rendered water-rich virtual environments.
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Effective use of personalized communication to influence the 18- to 25-year-old demographic to buy products and services.
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The misrepresentation of Black women in hip hop: A new commodification.
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The effects of controller type in a violent video game: Presence, arousal, and state hostility.
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Akira Kurosawa: Image and Word Through Bushido, the Samurai Spirit.
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The missing piece: Jesse Ventura, interactive campaigning and the launch of political cyberspace.
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Style-shifting through modern technology: Developing new approaches to studying the social application of language in the era of computer-mediated communication.
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The influence of music on the emotional interpretation of visual contexts.
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War's audiovisons Music, affect, and the representation of contemporary conflict.
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Cooperative video game play and generosity: Oxytocin production as a causal mechanism regarding prosocial behavior resulting from cooperative video game play.
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Affective connections: Performance studies, videogames, and digital characters.
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Open educational resources: A Delphi study of instructional design quality.
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Play with data---an exploration of play analytics and its effect on player experiences.
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Cyber-bullying and Adolescent Misuse of Technology: The Internet Needs a Safety Net.
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"i"play: The psychological effects of customized feedback in videogames.
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Mobile Phones and Health Communication for Young Adults: An Exploratory Case Study about Incorporating Text Messaging in Pregnancy Care Support in Edmonton.
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Players play: Extending the lexicon of games and designing for player interaction.
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Impact of digital tablets on the work of interior design practicioners.
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The voice in the garden: An experiment in combining narrative and voice input for interaction design.
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Pins, portals and purchases: Examining the potential for credibility carryover effects on Pinterest.
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Brand interaction on Facebook fan pages: An exploratory analysis of popular television shows' engagement with fans.
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Mapuche communication and self-representation: Indigenous expressions of identity via new media.
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Essays on the Economics of the Smartphone and Application Industry.
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Eat This Book: Human-centered research and software design using the metaphor of food to support media consumption and design an ambient technology display for stashes of to-be-read ebooks.
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"The Chronicles of Narnia" Series: Exploring Audience Involvement in an Entertainment-education Transmedia Commercial Enterprise.
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Revealing the didactic character of imagery in a virtual world: Virtual learning in the three-dimensional animated environment of Second Life.
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Children's interactions with popular culture in everyday life: A comparative ethnography of social class.
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Pedagogical praxis surrounding the integration of photography, visual literacy, digital literacy, and educational technology into business education classrooms: A focus group study.
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Tales twice told: Sound technology and American fiction after 1940.
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The French reader's relationship to poetry in the electronic age: Ponge, Alferi, and Vassiliou.
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Ethnographic videoconferencing, as applied to songs/chants/dances/games of South Indian children, and language learning.
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Delivery(at)machines: Toward a rhetoric and decomposition of new media.
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H.264 standard based side information generation in Wyner-Ziv coding.
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Social networking: Is it another stage in the evolution of communication and does it affect the way we think about problem solving and communicating?
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Effectiveness of employing multimedia principles in the design of computer-based math tutorials for students with learning disabilities.
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The evolution of South Korea's Broadband Convergence Network, 2004--2007.
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An embodied cognition approach to the analysis and design of generative and interactive animation.
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Imagining Drumbytes and Logging in Powwows: A History of Community Imagination in Canadian-Based Aboriginal New Media Art.
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Using Scratch for learner-constructed multimedia: A design-based research inquiry of constructionism in practice.
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Multimedia technology and Indigenous language revitalization: Practical educational tools and applications used within Native communities.
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Online information privacy and privacy protective behavior: How does situation awareness matter?
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Narratives in Mind and Media: A Cognitive Semiotic Account of Novices Interpreting Visual Science Media.
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The self, information topics of interest, and media use as information source.
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Identity, Identification, and Media Representation in Video Game Play: An audience reception study.
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Making zines, making selves: Identity construction in DIY autobiography.
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I am here---are you there? Sense of presence and implications for virtual world design.
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Communication, developpement et appropriation des medias emergents en Afrique francophone subsaharienne. Approche critique.
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The relationship between instructional technologies and knowledge acquisition in a college setting.
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Hiding or priding? A study of gender, personality, and game context within avatar selection.
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Social gaming and discursive play: Video games as communicative exchange.
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Designing for Learning: Multiplayer Digital Game Learning Environments.
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Visual Game Tuning: Integrating Interactive Visualizations into Game Development.
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Suitable interface evaluation for interaction with three-dimensional environments.
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Social differentiation, participation inequality and optimal collaborative learning online.
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Subject pronouns used by characters in television shows targeting preschoolers and their age-appropriateness.
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Cultivation theory and video games: Assessing the contextual factors of violence in popular games.
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Beyond button-pushing: A look at suasion in gameplay through player, memory, and the rhetoric of gameplay.
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The agenda-setting theory, the mass media frenzy, and Hurricane Katrina.
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Local Law Enforcement in the Realm of Cyberspace: The role of local law enforcement agencies in controlling internet crime.
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The Community-Building Process Among Young Learners in a Virtual Collaborative Environment.
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Deviant Bodies Resisting Online: Examining the Intersecting Realities of Women of Color in Xbox Live.
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Slow Design through Fast Technology: The Application of Socially Reflective Design Principles to Modern Mediated Technologies.
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Learning strategies in play during basic training for Medal of Honor and Call of Duty video games.
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Design and evaluation of real-time voice-over-IP (VoIP) systems with high perceptual conversational quality.
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All forms of CMC are not created equally: Social capital in Facebook, instant messaging and online gaming.
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Optimized delay-sensitive multimedia communications over wireless networks.
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Mediated Social Interpersonal Communication: Evidence-based Understanding of Multimedia Solutions for Enriching Social Situational Awareness.
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Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds.
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Making memory: Techne, technology, and the refashioning of contemporary memory.
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iRead: An Application for Enhanced Reader Navigation on E-Reading Tablet Devices.
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Congeniality of Reading on Digital Devices: Measurement and Analysis of Reader Experience.
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Mobile technologies & socio-economic opportunities for disadvantaged women: A study of information behavior in a developing nation context.
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Social loafing in virtual collaborative decision making: Relationship among media richness, media synchronicity, group performance, and individual effort.
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Beer commercials and male stereotypes: Cultivation of the perception of male relational deception.
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Faking China, Faked in China: Nation Branding, Counterfeit Culture, and the Postsocialist State in Globalization.
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An empirical study of partial zero pricing policy in the online game industry.
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New Wine in Old Bottles? The Role of Status and Market Identity in Creating a 'Digital Media' Category.
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Deliberating in the Chinese Blogosphere: A Study on Hotspot Internet Incidents.
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Charlotte's web site: The convergence culture of children's print and digital literature.
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Media multitasking and role of visual hierarchy and formatting cues in processing of web content.
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"Of logos and owners" The re-branding of Canada's private television networks.
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"It looks like sound!": Drawing a history of "animated music" in the early twentieth century.
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Integrated marketing communications plan for singer-songwriter Alexa James.
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An experimental investigation of presentation medium-dependent differences of picture consumption by college-aged adults.
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Advertising effects and aggression in video games: Effects of sensory realism cues on brand memory, attitude, and aggression via physiological arousal, affect, and presence.
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Sustainable interior design: Engaging in change through use of the internet.
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Historicity and sociality in game design: Adventures in ludic archaeology.
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Design and implementation of genre specific multimedia educational supplements for non-major undergraduate students.
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The New Face of Genetics: Creating A Multimedia Educational Tool for the Twenty-First Century.
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Students' perceptions, attitudes, and incorporation of demonstrations, popular media videos, and animations concerning chemical reactions.
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A Delphi study: Expert recommendations on employing instructional media in collaborative online learning environments.
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Textual analysis of the human flesh search engine: A special case of online groups.
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Digital Self-determination: Aboriginal Peoples and the Network Society in Canada.
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La participation des sources mediatiques traditionnelles dans le processus de choix de destination voyage des personnes de 50 ans et plus.
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A policy analysis examining cyber bullying at the national, state and local level.
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The effectiveness of Twitter as a communication tool in college recruitment.
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Media framing of nuclear energy in France before and after Fukushima.
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Girls for a Change: Exploring the role of technological and visual literacies in a high school setting to create social change.
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Research-based design of interactive multimedia for solving instructional problems.
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Multimodal Communication, Idealization, and Relational Quality in College Students' Parental Relationships.
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The Geographical Diffusion of Video Delivery Technologies and its Policy Implications.
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WLAN positioning methods and supporting learning technologies for mobile platforms.
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Analysis of Volunteered Geographic Information for Improved Situational Awareness during No-Notice Emergencies.
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Aging and Communication Channel Preference, Selection, and Outcome.
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Mobile device viewing behaviors of college students An investigation of how the use of mobile devices modifies television program viewing behaviors of college students.
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Internet use and trust: Predicting Internet use and its effect on a user's general social trust.
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Tactile media: Factors affecting the adoption of touchscreen smartphones among consumers with vision loss.
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The challenge of social media---and role of YouTube---for grassroots organizing.
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The Mouse Who Ruled His Kingdom: An Agenda Setting Analysis of The Walt Disney World Company.
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Globalization, new technologies, and intercultural flexibility: Communication and culture of Korean adolescents in the United States.
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Artificial Natures: Creating Nature-Like Aesthetic Experiences through Immersive Artificial Life Worlds.
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The Historic Avant-garde, the Neo-Avant-garde and the Digital Age: Experimental Visual-Textual Forms in the Luso-Hispanic World.
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Digital immigrant teacher perceptions of social media as it influences the affective and cognitive development of students: A phenomenological study.
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Modularity and Space Juxtaposition: Beyond Site-specificity in Art.
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Design and implementation of patient specific virtual reality systems for motor rehabilitation.
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Dynamic Price and Entry in a Two-Sided Market: The Case of Video Games.
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The cyborg in the basement: Hauntedness and narrative transmography.
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Social networking: The benefits of Twitter for music fans and consumers.
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The impact of music on the shopping behaviors of Generation Y consumers in a college campus bookstore.
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Surround sound microphone arrays for outdoor soundscape recording.
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Think twice before you post: The impact of online self-presentation on the self-concept.
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Principal Perspectives About Policy Components and Practices for Reducing Cyberbullying In Urban Schools.
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The effect of bystander behavior and victim response on teenage girls' perceptions of chat room cyberbullying.
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Cyberbullying, Self Concept, and Perceived Parental Emotional Availability in Adolescents.
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Middle school responses to cyberbullying: An action research study.
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Urban principals' understanding of cyber bullying: New role in school leadership.
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Virtual black spaces: An anthropological exploration of African American online communities' racial and political agency amid virtual Universalism.
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Enabling geographically distributed, intergenerational, co-operative design.
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Public relations models and dialogic communication in the Twitterverse: An analysis of how colleges and universities are engaging their public through Twitter.
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Experiencing by Interacting: A Study on Mediated Experience in Digital Interactive Arts.
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The Space Shared between Us: Extraverted Remote Workers in Coworking Environments.
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Melodramatic and Formulaic: The Global Appeal of Korean Television Dramas.
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Evolucion tecno-digital en novelas gays hispanicas: El diario de J. L. de Rei, Ondergraund.com de Rodriguez Pagan y Sudor de Fuguet.
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Online Video as a Tool for Planning Education and Engagement: A Content Analysis of U.S. City Planning Departments' YouTube Channels.
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Disruption by Design: Feminist Interventions in Digital Game Production on a University Campus.
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"Like A Rolling Stone": Moving Toward Methodologies for Analysis of Multimodal Musical Performance.
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Telepresence: Joan Jonas and the Emergence of Performance and Video Art in the 1970s.
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Technics Before Time: Experiencing Rationalism and the Techno-Aesthetics of Speculation.
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Bigger is not always better: Outsmarting mega-retailers in the 21st century gift industry.
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Video games and violence: A content analysis of print advertisements and Internet trailers.
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Comparing the readability of text displays on paper, e-book readers, and small screen devices.
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Circumventing the Junta: How Burmese exiles use independent media to foster civic culture and promote democracy.
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Communication beyond words: Multimedia approaches to bridging language disabilities and barriers.
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Applying multimedia learning theories to the redesign of Residence Life online training modules.
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The Relationship of Television Viewing at Home and Toddlers' Language Skills.
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In the heat of sentiments: Nationalism, postsocialism, and popular culture in China, 1988--2007.
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Multi-camera vision systems: Pose estimation and plenoptic imaging.
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Linguistic landscapes of post-Soviet Ukraine: Multilingualism and language policy in outdoor media and advertising.
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A study of parental understanding of and intervention in cyberbullying among children in fourth through eighth grade.
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Refiguring Indexicality: Remediation, Film, & Memory in Contemporary Japanese Visual Media.
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The online presentation of self: An exploratory study of World of Warcraft players.
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Tweeting the headlines: The impact of social media endorsement on young adult news readers.
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Why do people post online? An analysis of the Online Review Posting (ORP) scale as an extension to the Web Motivation Inventory (WMI).
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Mobile journalism and the professionalization of television news work.
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Chinese Microblog Users' Efforts to Solve Social Problems: A Study of Online Participatory Behaviors and Their Implications.
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21st century youth using critical thinking skills and practicing cyber safety when making digital decisions: An analysis of the digital devices and decisions of youth and parental perspectives of the same.
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Understanding Online Malicious Behavior: Social Malware and Email Spam.
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Internet routing algorithms, transmission and time: Toward a concept of transmissive control.
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Talking the Talk: An Exploration of Parent-Child Communication about Cyberbullying.
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Writing on the threshold: Investigating new media concerns in composition textbooks.
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A study of Algebra 1 students' use of digital and print textbooks.
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The effects of a facilitated online blog on the quality of communication life of adolescents and young adults with autism spectrum disorders.
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Innovation Infrastructures to Transform the Mexican Internet Industry: The Case of the Startup Community.
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An online disconnect: A case study of the effect of social media on a metropolitan newsroom's organizational culture.
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The YouTube phenomenon: YouTube stars eliminating stereotypes in new media.
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Social Interaction and Child Learning and Language: The Effects of Multimedia Technology.
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An empirical study of media effects: A comparison of real-life and fictional video violence in cyberspace.
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Reproducing the Chinese ancient heroic figure "Xiang Yu" using 3d graphics technology.
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Telling Your Stories: Designing an Online Email Based Storytelling Group for Older Adults.
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Game Design Framework and Guidelines Based on a Theory of Visual Attention.
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Building and Maintaining Relationships in the Digital Age: Measuring the Effects of Social Media Engagement on Organization-Public Relationships.
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Listening to a Sense of Place: Acoustic Ethnography with Billy Proctor in the Broughton Archipelago, British Columbia.
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Playing the crisis: Video games and the mobilization of anxiety and desire.
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Digital Film Art and the Persistence of the Classical Hollywood Style.
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Credibility and Digital Public Relations: Understanding Publics' Perceptions of Organizational Credibility Through Social Media.
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Modular Structure and Function in Early 21st-Century Video Game Music.
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Corrosion prevention and control training in an immersive virtual learning environment.
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Technologies of spirit: The digital worlds of contemporary Christianity.
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Data-Driven Sourcing: How Journalists Use Digital Search Tools to Decide What's News.
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Selecting our own science: The role of communication contexts and individual traits in media selectivity.
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Parental mediation from Looney Tunes to Angry Birds: Examining how parents are dealing with the content-specific issues of old media and the unique challenges of new media.
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Social media in higher education: Networked tools in a traditional strategy organization.
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YouTube and you: Using cybernetics to optimize self-promotion on YouTube.
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Managing digital identities: A grounded theory of mental health professionals' online experiences.
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The Internet, Political Communications Research and the Search for a New Information Paradigm.
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(Electronic resources)
Social media & sports: An evaluation of the influence of Twitter and mobile apps on brand-related consequences.
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Problematic internet usage: The relationship between comorbid anxiety disorders, self-medication, neuroticism, and sensation seeking within a DSM-5 conceptualization.
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Competing pathways of the internet & new media's influence on women political candidates.
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The State of Music: Cultural, Political and Economic Transformations in the Music Industry.
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(Electronic resources)
On Serendipity in the Digital Medium: Towards a Framework for Valuable Unpredictability in Interaction Design.
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Processes and effects of mobile phone-mediated social interactions: Motives, use patterns, and social capital outcomes.
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Self-directed Learning Readiness and Online Video Use among Digital Animation Students.
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Social media crisis communication strategies-a case study of KFC in China.
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Satellite-Assisted Content Delivery Network Using MobilityFirst Future Internet Architecture.
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Digital City: Visual Communication via Municipal Twitter Feed in the Urban Northeast.
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Cultivation of Self-compassion and Mindfulness through Mobile Application for the Promotion of Well-being: A Randomized Controlled Trial.
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Gatekeeping Practices of Participants in a Digital Media Literacy Massive Open Online Course (MOOC).
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Cultivating Digital Mindfulness in an Era of Constant Connection: A Phenomenological Exploration of College Students' Digital Detox.
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Making Interpretations: Digitally Adapting Yeats's "Ego Dominus Tuus" as a Digital Comic.
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How Seductive Graphics Inhibit Learning in Positive Emotional Design Multimedia: A Qualitative, Multiple-Case Study in a Non-academic Setting.
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Healing Spaces: Re-imagining Dementia Care through Playful, Multi-Sensory Experience.
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(Electronic resources)
The State of Sports Television: How to Create the Ultimate Sports Network in the Ever-Changing Television Landscape.
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(Electronic resources)
The "Denver Multimedia Database": A Forensic Database for Digital Audio, Video, and Image Media.
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(Electronic resources)
Communication Between Sound and Visual Artists in Improvisatory Performance.
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(Electronic resources)
Mobile learning: Factors that influence university students' intention to use smartphones.
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(Electronic resources)
Internet, social media, and television use: What effect does problematic use of technology have on one's psychological well-being, appreciation, and life satisfaction?
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(Electronic resources)
Comprehension and motivation levels in conjunction with the use of ebooks with audio: A quasi-experimental study of post-secondary remedial reading students.
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Using Word and Phrase Abbreviation Patterns to Extract Age From Twitter Microtexts.
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Securing Mobility: Developing a Framework to Assist in the Development, Implementation, and Enforcement of Mobile Device Security Policy.
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Multilingual use of Twitter: Language choice and language bridges in a social network.
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(Language materials, printed)
From writers and readers to participants: A rhetorical/historical perspective on authorship in social media.
by:
(Language materials, printed)
Informal Learning as Performance: Toward a Hermeneutic Phenomenology of Museum Learning in "Second Life".
by:
(Language materials, printed)
Responsive Website Design for First Unitarian Church and Louis Kahn.
by:
(Language materials, printed)
Histoire formelle du jeu d'aventure sur ordinateur (le cas de l'Amerique du Nord de 1976-1999).
by:
(Language materials, printed)
Does media choice in online annual-report addresses influence investment decisions?
by:
(Language materials, printed)
Attitudes toward multimedia (karaoke) and popular culture when learning English as a foreign language in Taiwan.
by:
(Electronic resources)
The Role of Video Gaming in Training for Job Skills in the Modern Workplace.
by:
(Electronic resources)
Tactile Media Consumption and Production for and by People Who Are Blind and Visually Impaired: A Design Research Investigation.
by:
(Electronic resources)
Transmedia Storytelling through the Lens of Independent Filmmakers: A Study of Story Structure and Audience Engagement.
by:
(Electronic resources)
The Creative Content Programme and Audiovisual E-Platform: An institutional analysis of UNESCO's influence on the development of independent documentary content and production practice.
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(Electronic resources)
Music and ontological incompleteness: A speculative approach to composition.
by:
(Electronic resources)
Inside the Media Mix: Collective Creation in Contemporary Manga and Anime.
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(Electronic resources)
Consumer Attitude and Purchasing Behavior Related to Native Advertising on Instagram Social Media Platform.
by:
(Electronic resources)
The reflective practice of reflective practice: An inquiry into multimodal pedagogy.
by:
(Electronic resources)
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