Virtual Worlds

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

As Interacções no Second Life : a comunicação entre avatares

Virtual Communities / Virtual Worlds / Multimedia in Education / Education in Virtual Worlds

Ciberformance: a performance em ambientes e mundos virtuais (Cyberformance: performance in virtual worlds and platforms). Colecção Estudos em Comunicação, número 1. Lisboa: CECL/Leya, 2015. ISBN 978-989-98796-1-4.

Virtual Environments / Performance Studies / Digital Media / Virtual Communities / Virtualization / Performance Art / Virtual Art & Virtual Reality / Net Art / Virtual Worlds / HCI / Cybercultures / Digital Performance / User interfaces / Contemporary Performance Art in the Context of Digital Arts and New Media / Cyberformance / Performance Art / Virtual Art & Virtual Reality / Net Art / Virtual Worlds / HCI / Cybercultures / Digital Performance / User interfaces / Contemporary Performance Art in the Context of Digital Arts and New Media / Cyberformance

Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques

Computational Intelligence / Virtual Worlds / Procedural Modeling / Computer Game / Semantic model / Game semantics / Consistency Maintenance / Game semantics / Consistency Maintenance

Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques

Computational Intelligence / Virtual Worlds / Procedural Modeling / Computer Game / Semantic model / Game semantics / Consistency Maintenance / Game semantics / Consistency Maintenance

A comunidade simulada: Considerações sobre aspectos comunicativos dos ambientes digitais em videogames

Game studies / Video Games / Virtual Worlds / Ambientes Digitais / Jogos Digitais

Reality portals

Virtual Worlds / Tools and Techniques / Virtual Environment / Augmented virtuality

Reality portals

Virtual Worlds / Tools and Techniques / Virtual Environment / Augmented virtuality

Dos rios à tela de cristal líquido: o retorno do mito e a arquitetura da cultura convergente em League of Legends // From the rivers to the LCD: The return of the myth and the architecture of convergence culture in League of Legends

Cultural Studies / Participatory Research / Consumption / Participatory Culture / Consumption Studies / Multiplayer Online Games / Amazonia / Transmedial Storytelling / Virtual Worlds / Cybercultures / Online Gaming / Cibercultura / Games / Consumo / Jogos Digitais / League of Legends / Multiplayer Online Games / Amazonia / Transmedial Storytelling / Virtual Worlds / Cybercultures / Online Gaming / Cibercultura / Games / Consumo / Jogos Digitais / League of Legends

Dos rios ao cristal líquido: uma análise da skin Nami Iara em League of Legends

Game Theory / Game studies / Multiplayer Online Games / Digital Games / Convergence / Virtual Worlds / Media Convergence / Cybercultures / Transmedia Storytelling / Cibercultura / Games / League of Legends / Virtual Worlds / Media Convergence / Cybercultures / Transmedia Storytelling / Cibercultura / Games / League of Legends

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

Os Blogs enquanto Espaços de (Re)territorializacao de Identidades

Self and Identity / Blogs / Internet Studies / Virtual Communities / Identity (Culture) / Blogs, Blogging, the Blogosphere / Public Sphere / Cyberculture / Virtual Worlds / Cybercultures / The Internet / Blogging / Imagined Community / Bloggers / Identity / Cibercultura / Online Media / Territorio / Identidades / Blogger / Blogs, Blogging, the Blogosphere / Public Sphere / Cyberculture / Virtual Worlds / Cybercultures / The Internet / Blogging / Imagined Community / Bloggers / Identity / Cibercultura / Online Media / Territorio / Identidades / Blogger

Características e desafios tecnológicos dos mundos virtuais no ensino

Educational Technology / Serious Games / Video Games and Learning / Technology Enhanced Learning / Virtual Worlds / Computers in Education / Education in Virtual Worlds / Technology Enhanced Education / Virtual worlds in education / Computers in Education / Education in Virtual Worlds / Technology Enhanced Education / Virtual worlds in education

Uma arquitetura para animação de humanos virtuais com raciocínio cognitivo

Language Development / Virtual Worlds / Artificial Intelligent / Animal Model

DOUBLE-BIND TECNO-ESTÉTICO: IMERSÃO, CÓDIGO, INCONSCIENTE E TRAUMA NA OBRA “SERIOUS GAMES” DE HARUN FAROCKI

New Media / Installation Art / Posttraumatic Stress Disorder (PTSD) / Trauma Studies / Psychology of Unconscious / Virtual Worlds / Harun Farocki / Virtual Worlds / Harun Farocki
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