Cybercultures

Práticas sexuais em geolocalização entre homens: corpos, prazeres, tecnologias

Gender Studies / Sex and Gender / Sexuality / Gender and Sexuality / Cybercultures / Homosexuality / Comunicação / Cibercultura / Psicología / Psicología Social / Homosexuality / Comunicação / Cibercultura / Psicología / Psicología Social

CAMINHANDO: O CAMINHAR COMO PRÁTICA SOCIOESTÉTICA ESTUDOS SOBRE A ARQUITETURA MÓVEL - WALKING: THE WALKING AS A SOCIAL AESTHETIC PRACTICE AND MOVABLE ARCHITECTURE STUDIES

Urban History / Urban Studies / Cybercultures / Situationist International / Relational aesthetics / Dadaism & Surrealism / Portable/Mobile Architecture / Urban walking / Walking and Exploring the Urban Context / Dadaism & Surrealism / Portable/Mobile Architecture / Urban walking / Walking and Exploring the Urban Context

Jogos Evocativos: o conceito de objeto evocativo de Turkle e os jogos digitais

Game studies / Video Games / Cyberculture / Digital Games / Cybercultures / Cibercultura / Games / Jogos Digitais / Cibercultura / Games / Jogos Digitais

CIBERPEDAGOGIA: INDICATIVOS PARA O ROMPIMENTO COM A LÓGICA DA TRANSMISSÃO

Cybercultures / Cibercultura / Tecnología Educativa / Formação De Professores / Formación docente / Tecnologias da Informação e da Comunicação (TIC) na Educação

CULTURA DIGITAL E ESCOLA: PESQUISA E FORMAÇÃO DE PROFESSORES

Cybercultures / Cibercultura / Tecnología Educativa / Formação De Professores / Tecnologias da Informação e da Comunicação (TIC) na Educação

PROGRAMA CONGRESSO DE CIBERCULTURA, 2016

Psychology / Social Psychology / Computer Science / Human Computer Interaction / Anthropology / New Media / Cyberlaw / Cyborg Theory / Democracy and Cyber-Democracy Theory and Practice / Social Networks / Cyberpsychology / Ethnography / Cybercrimes / Social Networking / Network Security / Cybernetics / Computer Networks / Mass Communication / Cyberstudies / Cyber Conflict / Cyber Terrorism / Cyberculture / Ethnography (Research Methodology) / Cyberbullying / Social Network Analysis (SNA) / Cyber crime / Virtual Worlds / Wireless networks / Networking / Public Relations and Social Media / Cybercultures / Cyberspace / Cybersecurity / Mass Communication and New Media / Cybercrime / Cyber Law / Cyber Bullying / Cyber Security / 4G, New generations networks, QoS, protocolos IPv6 and extensions, Application in new generation networks, routing protocolos, congestion control, Wireless, MANET, sensor networks / Cyber Psychology / Cyber Laws and Cyber Crime / Cyborgs / Circulation / Cybercrime-Terrorusm / Cyber Crime and Technological Advancements / New Media / Cyberlaw / Cyborg Theory / Democracy and Cyber-Democracy Theory and Practice / Social Networks / Cyberpsychology / Ethnography / Cybercrimes / Social Networking / Network Security / Cybernetics / Computer Networks / Mass Communication / Cyberstudies / Cyber Conflict / Cyber Terrorism / Cyberculture / Ethnography (Research Methodology) / Cyberbullying / Social Network Analysis (SNA) / Cyber crime / Virtual Worlds / Wireless networks / Networking / Public Relations and Social Media / Cybercultures / Cyberspace / Cybersecurity / Mass Communication and New Media / Cybercrime / Cyber Law / Cyber Bullying / Cyber Security / 4G, New generations networks, QoS, protocolos IPv6 and extensions, Application in new generation networks, routing protocolos, congestion control, Wireless, MANET, sensor networks / Cyber Psychology / Cyber Laws and Cyber Crime / Cyborgs / Circulation / Cybercrime-Terrorusm / Cyber Crime and Technological Advancements

Dos Teclados às Arenas: o Consumo do Ciberesporte como Espetáculo Contemporâneo

Game Theory / Communication / Game studies / Image Processing / Digital Media / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies

Amplificação do discurso do capitalista no sujeito e nos laços sociais digitais

Cybercultures / Cyberspace / Comunicação E Psicanálise / Psicanálise E Sociedade / Lacanian Discourses

“Não vou deixar usarem a minha cultura”! O papel da cultura no ativismo de fã-gamers em League of Legends

Game Theory / Communication / Game studies / Intercultural Communication / Science Communication / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality

CysMus - Grupo de Estudos Avançados em Música e Cibercultura (CESEM - FCSH/NOVA)

Music / Musicology / The Internet of Things / Sociology of Music / Cybercultures / New Media Studies

TICs na Educação: multivisões e reflexões coletivas

Education / Technology / Educational Technology / E-learning / Cybercultures
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