Virtual Worlds

Comunicação em mundos virtuais : a comunidade portuguesa em Second Life®

Communication / Virtual Worlds / Mundos Virtuais / Mundos Virtuales

Mundos Virtuais e o espírito do lugar

Virtual Worlds / Mundos Virtuais / Mundos Virtuales

Imagens de absorção: do cinema aos ambientes imersivos digitais

Media Studies / New Media / Virtual Reality (Computer Graphics) / Virtual Environments / Digital Media / Virtual Communities / Digital Cinema / Virtualization / Computer-Mediated Communication / Computer Mediated Communication / Virtual Art & Virtual Reality / Cinema / Virtual Worlds / Computer-Mediated Communication (CMC) / Digital Image Processing / Virtual Reality / Cinema Studies / IMAGEM / Arte Contemporanea / Artes / Arte / Artes plásticas / Arte contemporáneo / Fotografia / Cine, musica, artes visuales / Artes Visuais / Artes visuales / Virtual Revolution / Teorias Da Imagem / Comunidades virtuales y redes y medios sociales online / Virtual Communities / Digital Cinema / Virtualization / Computer-Mediated Communication / Computer Mediated Communication / Virtual Art & Virtual Reality / Cinema / Virtual Worlds / Computer-Mediated Communication (CMC) / Digital Image Processing / Virtual Reality / Cinema Studies / IMAGEM / Arte Contemporanea / Artes / Arte / Artes plásticas / Arte contemporáneo / Fotografia / Cine, musica, artes visuales / Artes Visuais / Artes visuales / Virtual Revolution / Teorias Da Imagem / Comunidades virtuales y redes y medios sociales online

Professor Tanda

Information Systems / Cognitive Psychology / Computer Science / Human Computer Interaction / Information Technology / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer

PDF copy--Peliculas de YouTube anotadas, Dec 2014, vol-2, issue-6

Anthropology / Anthropological Linguistics / Visual Anthropology / Intercultural Communication / Languages and Linguistics / Spanish / E-learning / Multilingualism / Linguistic Anthropology / Literature and cinema / Social and Cultural Anthropology / Digital Cinema / TESOL / Applied Linguistics / Digital Media & Learning / Language Learning Theories / Spanish Linguistics / Cognitive Linguistics / Online Learning / Learning And Teaching In Higher Education / Cinema / Virtual Worlds / Digital Storytelling / Cultural Anthropology / Ethnographic Methods / Youtube / Bilingualism / Virtual Learning / Sociocognitive Methodologies / Superdiversity / Sociocognitivismo / Cognition and Learning In Virtual Learning Environments / Spanish / E-learning / Multilingualism / Linguistic Anthropology / Literature and cinema / Social and Cultural Anthropology / Digital Cinema / TESOL / Applied Linguistics / Digital Media & Learning / Language Learning Theories / Spanish Linguistics / Cognitive Linguistics / Online Learning / Learning And Teaching In Higher Education / Cinema / Virtual Worlds / Digital Storytelling / Cultural Anthropology / Ethnographic Methods / Youtube / Bilingualism / Virtual Learning / Sociocognitive Methodologies / Superdiversity / Sociocognitivismo / Cognition and Learning In Virtual Learning Environments

Leitura e produção intertextual

Interdisciplinarity / Edgar Morin / Intertextuality / Virtual Worlds / Comunicação / Interdisciplinaridade / Contemporaneidade / Tecnologias da Informação e da Comunicação (TIC) na Educação / Intertextualidade / Interdisciplinaridade / Contemporaneidade / Tecnologias da Informação e da Comunicação (TIC) na Educação / Intertextualidade

“Cidade e Espectáculo”: um modelo de laboratório em história da cidade

Architectural History / 18th & 19th Centuries / Virtual Archaeology / Cyber-Archaeology / Virtual Worlds / 18th Century Art / 18th Century / Lisbon (Portugal) / Architecture and urbanism / Cidade de Lisboa / Lisbon Reconstruction / Lisboa urbanismo arquitectura / Virtual Heritage / Lisbon Earthquake / History of Lisbon / História Da Arquitetura E Do Urbanismo / 18th Century Art / 18th Century / Lisbon (Portugal) / Architecture and urbanism / Cidade de Lisboa / Lisbon Reconstruction / Lisboa urbanismo arquitectura / Virtual Heritage / Lisbon Earthquake / History of Lisbon / História Da Arquitetura E Do Urbanismo

Me Myself and I – ciberformance no metaverso, Interact - Revista Online de arte, cultura e tecnologia, Julho 2012

Digital Media / Virtual Worlds / The Internet / Digital Performance / Cyberformance / Digital and Networked Performance

Para uma definição de ciberformance. Actas, Avanca/Cinema 2012: Conferência Internacional de Cinema - Arte, Tecnologia, Comunicação. Julho 2012. pp.309-314.

Virtual Environments / Virtual Worlds / Digital Performance / Contemporary Performance Art in the Context of Digital Arts and New Media / Cyberformance / Digital and Networked Performance / Digital & Networked Performance / Digital and Networked Performance / Digital & Networked Performance

A internet como um lugar intercreativo e produtilizado – o caso da ciberformance. Actas, Avanca/Cinema 2014: Conferência Internacional de Cinema - Arte, Tecnologia, Comunicação. Julho 2014. pp.1167-1177.

Virtual Environments / Performance Studies / Digital Media / Performance / Virtual Worlds / Produsage / Contemporary Performance Art in the Context of Digital Arts and New Media / Cyberformance / Performance/live Art / Digital & Networked Performance / Produsage / Contemporary Performance Art in the Context of Digital Arts and New Media / Cyberformance / Performance/live Art / Digital & Networked Performance

Virtual Drama as a Learning Medium: The Caracol Time Travel Project

Virtual Worlds / Role-playing Game Theory / Virtual Reality / Learning Environment / Virtual Environment / Undergraduate Student / Lessons Learned / Undergraduate Student / Lessons Learned

Virtual Drama as a Learning Medium: The Caracol Time Travel Archaeology Project

Virtual Worlds / Role-playing Game Theory / Virtual Reality / Learning Environment / Virtual Environment / Undergraduate Student / Lessons Learned / Undergraduate Student / Lessons Learned
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