Multimedia communications.
概要
作品: | 652 作品在 6 項出版品 6 種語言 |
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書目資訊
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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Intelligent multimedia techologies for networking applications = techniques and tools /
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Multimedia services and streaming for mobile devices = challenges and innovation /
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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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Sustainable Gardens of the Mind: Beat Ecopoetry and Prose in Stewart Brand's "Whole Earth" Publications.
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Knowledge sharing in virtual teams: The impact on trust, collaboration, and team effectiveness.
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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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The effects of podcasting on student perceptions of community within the online learning 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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Design, Implementation, and Performance Analysis of In-Home Video based Monitoring System for Patients with Dementia.
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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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Selective Exposure to Prestigious and Popular Media: Anticipated Taste Performances and Social Influences on Media Choice.
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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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A Queer/ed Archival Methodology: Theorizing practice through radical interrogations of the archival body.
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Watershed - A Transdisciplinary Social Design Process Applied to an Environmental Issue.
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Towards organizing and retrieving classical music based on functional requirements for bibliographic records (FRBR).
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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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Does power make us mean? An investigation of empowerment and revenge behaviors in the cyberspace.
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Managing invisible boundaries: How "smart" is smartphone use in the work and home domains?
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"Infinite earths": Crossmedia adaptation and the development of continuity in the DC Animated Universe.
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A Makeover for the Captured Lecture: Applying Multimedia Learning Principles to Lecture Video.
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"Trendingworthiness" and "prosumers" on Weibo: Social media doxa and consumerism in a ritual field.
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Impacts of oral language proficiency, television and Internet on acculturation of Taiwanese college students.
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The Digital Revolution's Influence on the Public Sphere, Citizenry, and Platforms of Mass Communications.
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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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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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The Architecture of the Videogame: Architecture As The Link Between Representational and Participatory Immersion.
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Organization-stakeholder interaction through social media: A tri-level investigation, categorization, and research agenda.
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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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Implementation and Evaluation of Interoperable Open Standards for the Internet of Things.
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Transmedia arts activism and language revitalization: Critical design, ethics and participation in third digital documentary.
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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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The Birth, Death, and Re-Birth of an Auteur: The Analog to Digital Conversion of Carl Theodor Dreyer's Films.
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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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Turning the page: Fandoms, multimodality, and the transformation of the "comic book" superhero.
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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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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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Defining Play: Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985.
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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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The Times They are A Changin': Cross Cultural Perceptions of Sexual Harassment in Cyberspace.
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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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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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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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Celebrity chefs performing the expert: A linguistic and multimodal analysis of TV cooking shows.
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Le mouvement de camera 3D: Projet d'interface tangible d'animation de camera virtuelle.
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Expressive remix therapy: Facilitating narrative mash-ups through the use of digital media art.
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Cross-border film production: The neoliberal recolonization of an exotic island by Hollywood pirates.
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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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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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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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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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Measuring Awareness and Identifying Misconceptions About Genetic Counseling Services and Utilizing Television to Educate.
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Using computer-mediated communication as a tool for mentoring to Latina/o sophomore college students.
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Investigating approaches to media literacy: An analysis of media literacy organizations.
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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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Farmers' use of mobile phone technology for agricultural information services in Lilongwe District, Malawi.
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Framework of knowledge construction in a multimedia-based cooperative learning environment.
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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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Global groundbreakers: A phenomenological study on entrepreneurs who leverage YouTube for worldwide subscriptions.
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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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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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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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Distributed futures: Mixed-reality systems at the nexus of governance, experience and preferred futures.
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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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Pixels From Pulpit and Pew: The Power of Photography/Digital Images in the Twenty-First Century Church.
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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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(De)compose, shape-shift, and suture: Toward a monstrous rhetoric of fan compositions.
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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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A Global Election: Analyses of Chinese, Russian, and Saudi Arabian News Coverage of the 2016 U.S. Presidential Election.
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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 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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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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Participation, Coordination, Agreement... Action? Evaluating the Multistakeholder Model in Internet Governance.
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Themes and Aesthetic of the Victorian Era and Their Practical Application in 21st Century Storytelling.
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Mechanism transitions in publish/subscribe systems = adaptive event brokering for location-based mobile social applications /
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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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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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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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America's Last Newspaper War: One Hundred and Sixteen Years of Competition between the Denver Post and Rocky Mountain News.
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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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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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Click, share, converse: Sensemaking of communication dynamics on digital media platforms.
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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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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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The Impact of Social Media Use upon the Cross-cultural Competency among Employees Within Multinational Companies.
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Multimodal Composing in Support of Disciplinary Literacy: A Search for Context in ELA and History Classrooms.
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Examining the Relationships that Exist between Adolescent Self-Concept, Media Exposure, and Role Model Selection.
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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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Screening the Apocalypse: Zombies, Visual Art and the Grotesque in the Aftermath of Social Trauma.
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Toppling Invisible Walls: Emergent Narratives and the Construction of Queer Videogame Spaces.
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The Ecology of Content Moderation: Digital Labor, Liberalism, and Far-Right Resurgence in the U.S. and Beyond.
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The Effects of Uncivil and Skeptical Online Comments on News Credibility and Believability.
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Dynamic Resource Allocation for Low-Delay Video Streaming in the Uplink of of DMA Mobile Networks.
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Beyond Animation: Toward a Rhetoric of Motion Design for Technical and Professional Writing.
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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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Fables of negative behaviors in online environments: Motivations and management of online contributions.
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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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Self, Surveillance, and Sociality: Aesthetics of the Diaristic Mode in Visual New Media.
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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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#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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Multilingual Literacy Practice in One School Community: Reading, Writing, and Being Across Japanese and English.
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Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
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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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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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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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Exploring Video Collaboration to Improve Virtual Teams: A Case Study in North Carolina.
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The (Virtual) Myth Conservancy: A Framework for Virtual Heritage and Game-Based Learning.
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Sounding Sapmi in Multimedia: Gender, Politics, and Indigenous Solidarity in Contemporary Sami Music.
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From New York City to Paris. Crime Series Adaptations: A Multimodal Digital Semiotics Procedure.
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Augmented Reality Communication in Construction: Factors Present in Uncontrolled Environments.
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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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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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Beauty is not Black and White: A Content Analysis of Black Women's Body Image in Television Media.
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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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A Record of an Exhibition of [Sculpture & Photography] Entitled Absorb and Exude with a Corollary Statement.
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Fessenden's Worlds: Biosys. A Short Film Inspired by Edmond Hamilton's "Fessenden's Worlds".
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Agonistic Interfaces: Prompting Debate and Reflection on Socio-Political Issues Using Digital Technology.
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An Interactive Memorial for Healthcare Workers who Lost their Lives during the COVID-19 Pandemic.
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Identifying Shooting Tweets with Deep Learning and Keywords Filtering: Comparative Study.
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The Gaming Experience: A Mixed Methods Study on Physiological and Psychological Responses to League of Legends Gameplay.
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Building Engagement in Facebook: A Case Study with Utah State University Extension Sustainability.
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The Importance of Play: Identification with Video Game Characters' Intersectional Effects on Bias.
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Multimedia Design: Adult Culinary Learners' Perception of Recipe Usability and Learner Comprehension.
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Empowerment at Their Fingertips: A Case Study of the Implementation of a Mobile App Project for Farmers in Senegal.
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Canvas of a Community: The Visual Rhetoric of Black Liberation in Charlotte, North Carolina.
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The Effects of Applying Realistic Shape and Material on the Perception of Adapted 2D Fictional Characters.
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Naming the Virtual: Digital Subjects and the End of History Through Hegel and Deleuze (And a Maybe Few Cyborgs).
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Applying Transmedia Storytelling to Develop a Brand Narrative for a South African Hip Hop Musician.
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A Qualitative Descriptive Study on Reading Teachers' Experiences with Information and Communication Technology.
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Video Essays, Academia, and Remediation: How YouTube Video Essayists Refashion Media and Scholarship.
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Why Can't We Be Friends: The Legitimization of Police Violence in the Buddy-Cop Film Genre.
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Art, Activism and Sundarbans: A Case Study of Musical Environmental Movement through Film.
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User-Centered Design for Gamified Voice and Communication App: Applying UCD to Gender-Affirming Communication Services.
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How Academic MOOC Instructional Designers Select Appropriate Social Media as Design Strategies.
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Design of Communication Architecture, and Protocols for Mobile, Static and Overlay Networks.
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UAV Trajectory and Radio Resource Optimization for Cached UAV Wireless Networks: Data Driven Learning Approach.
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Examining the Impact of Fitbit® with and Without Competitions on Physical Activity Among Children.
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Keeping Politics Out of the Game: "Are Socially Divided Messages Good for Televised Sports Ratings?".
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How to Survive the Apocalypse: Using Film, Television, and Video Games as Gateways to Self-Analysis.
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How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
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Testing Presence, Assessing Attitudes: Study of a Virtual Tour in an "Aesthetically Challenged" Landscape.
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What Have Art Fairs Brought to China : = Analyzing Art Basel to the Chinese Art Market Under the Global Change.
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From Challenges to Opportunities : = Interorganizational Resilience Brokering for Refugee Communities During COVID-19.
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Journey to Wellbeing : = Seeing Beyond the Mind's Eye Through Story in a Virtual Therapeutic Space.
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Investment Advisory : = Digital Fluency, Sources of Investment Information, and Investor Confidence in Advisory Platforms.
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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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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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Live Media Production: Multicast Optimization and Visibility for CLOS Fabric in Media Data Centers.
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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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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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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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The Effectiveness of Using Multimedia for Teaching Phrasal Verbs in Community-College ESL Classes.
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Tucker Carlson Tonight as Embedded Alternative Media : = A Qualitative and Quantitative Content Analysis.
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The Web and the Blockbuster Poster : = An Examination of the Impact of Streaming Services on Movie Advertising.
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Formative Research on Multimedia Learning Principles in the Instructional Design of Online Courses.
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Framing the selfie : = How U.S. news journalists shaped perception of the selfie in year one.
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Fail and Retry : = How Challenge Design in Platformer Games Relates to Player Experience and Traits.
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Augmented Reality Character Companions in Theme Parks : = A Speculative Design Project.
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Exploring the Influence of Social Media among College Students' Binge Drinking : = A Digital Ethnography Study.
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Context-Aware Detection and Resolution of Data Anomalies for Semi-Autonomous Cyber-Physical Systems.
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Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds.
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Advanced Interference Mitigation Techniques for Cellular-Connected Drone Communication.
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Sexual Harassment in the Digital World : = Developing and Validating a New Measure of Cyber-Sexual Harassment.
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Examining the Impact of Design Variables and Media Richness on Responses to Product Design.
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Elektronik Atiklardan Degerli Metal Geri Kazanimi = = The Recycling of Precious Metals from Elecronic Waste.
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The Angle through The Rings : = College Students' Perception Of The 2020 Tokyo Olympic Games.
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Interscholastic Athletic Directors' Perceptions of Social Media Policy Education and Implementation.
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If I Can't Predict My Future, Why Can AI? Exploring Human Interaction With Predictive Analytics.
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The Colonization of Media : = Indigeneity, Aesthetics, and Social Science Between the Nineteenth and Twenty-First Centuries.
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An Influencer Told Me So : = Using Advice Response Theory to Understand Health Information on Social Media.
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Exploring Social Media and Online Communication Use of Direct-To-Consumer Agricultural Businesses in Upstate New York.
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The Use of Social Media by Leaders in Times of Crisis : = 2020-21 United States Election Protests.
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Sequential Analysis of Design Processes Performed by Design Experts and College Students in Infographic Design.
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Touching Menace : = Artificial Intelligence, Aesthetics, and the Intimacies of Synthetic Sense.
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Thank You for Being a Friend : = Social Integration and Psychological Well-being in Lesbian Older Adults.
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The Violence of Deplatforming : = A Study of Involuntary User Migration from the OnlyFans Platform.
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Between Film, Video, and the Digital : = The Art of Hybrid Moving Images, Medium Specificity, and Intermediality.
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From Internal to External, the Risk Chains for Cyberbullying Perpetration among School-aged Children in China.
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