New Digital Media Audiovisual Games And Music


New Digital Media Audiovisual Games And Music
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New Digital Media Audiovisual Games And Music


New Digital Media Audiovisual Games And Music
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Author :
language : en
Publisher: Editora E-papers
Release Date :

New Digital Media Audiovisual Games And Music written by and has been published by Editora E-papers this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




Doing Qualitative Research Online


Doing Qualitative Research Online
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Author : Janet E. Salmons
language : en
Publisher: SAGE
Release Date : 2021-12

Doing Qualitative Research Online written by Janet E. Salmons and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12 with Reference categories.


New to online qualitative research? This book equips you with the skills to make good research choices so you can confidently conduct a project using internet methods.



Cases In Online Interview Research


Cases In Online Interview Research
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Author : Janet Salmons
language : en
Publisher: SAGE Publications
Release Date : 2011-11-08

Cases In Online Interview Research written by Janet Salmons and has been published by SAGE Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-08 with Social Science categories.


In an era of constrained research budgets, online interviewing opens up immense possibilities: a researcher can literally conduct a global study without ever leaving home. But more than a decade after these technologies started to become available, there are still few studies on how to utilize online interviews in research. This book provides 10 cases of research conducted using online interviews, with data collected through text-based, videoconferencing, multichannel meetings, and immersive 3-D environments. Each case is followed by two commentaries: one from another expert contributor, the second from Janet Salmons, as editor.



Online Interviews In Real Time


Online Interviews In Real Time
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Author : Janet Salmons
language : en
Publisher: SAGE
Release Date : 2009-12-02

Online Interviews In Real Time written by Janet Salmons and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-02 with Social Science categories.


This book provides emerging and experienced scholars the theoretical background and practical tips they need to design and conduct credible online interview research. Author Janet Salmons bridges the theoretical and the practical, with guidance for designing and conducting credible online interview research. This book focuses on data collection through dynamic online interviews in text-based, videoconference, meeting space or 3D immersive environments.



Handbook Of Research On Teaching With Virtual Environments And Ai


Handbook Of Research On Teaching With Virtual Environments And Ai
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Author : Panconesi, Gianni
language : en
Publisher: IGI Global
Release Date : 2021-02-19

Handbook Of Research On Teaching With Virtual Environments And Ai written by Panconesi, Gianni and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-19 with Education categories.


The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.



Researching Learning In Virtual Worlds


Researching Learning In Virtual Worlds
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Author : Anna Peachey
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-02-05

Researching Learning In Virtual Worlds written by Anna Peachey and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-02-05 with Computers categories.


Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.



Qualitative Online Interviews


Qualitative Online Interviews
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Author : Janet Salmons
language : en
Publisher: SAGE Publications
Release Date : 2014-04-28

Qualitative Online Interviews written by Janet Salmons and has been published by SAGE Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-04-28 with Social Science categories.


The Second Edition of Qualitative Online Interviews by Janet Salmons provides researchers the guidance they need to extend the reach of their studies beyond physical boundaries. Focusing on designing, conducting, and assessing data drawn from online interviews as well as from observations, materials, and artifacts collected online, the book emphasizes the use of in-depth interviews in qualitative research or mixed-methods designs. Written in an easy-to-read manner, the thorough Second Edition offers the practical information and scholarly foundations needed to make thoughtful decisions in technology-infused research.



Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-19

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-19 with Computers categories.


Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA



Unruly Media


Unruly Media
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Author : Carol Vernallis
language : en
Publisher: Oxford University Press
Release Date : 2013-11

Unruly Media written by Carol Vernallis and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11 with Business & Economics categories.


Unruly Media is the first book to account for the current audiovisual landscape across media and platform. It includes new theoretical models and close readings of current media as well as the oeuvre of popular and influential directors.



Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.