Dissertations / Theses on the topic 'Computers and civilization'
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Chan, Hoi-kei Gladys. "Metaphors in the information age : how do computers create a new world view? /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23473009.
Full textChan, Hoi-kei Gladys, and 陳凱琪. "Metaphors in the information age: how do computers create a new world view?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31952926.
Full textArguello, Salvador Carleton University Dissertation Journalism and Communication. "The Impact of the Internet in Costa Rican journalism and society." Ottawa, 1996.
Find full textJones, Daniel Clayton. "Learning about computers." CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1721.
Full textBurrows, Andrea. "Computers in organizations: a survey of PC Week articles between 1984 and 1988." Thesis, Virginia Tech, 1988. http://hdl.handle.net/10919/43744.
Full textMaster of Science
Bromberg, Heather (Heather Dawn) Carleton University Dissertation Sociology and Anthropology. "Exploring virtual worlds; computer-mediated communication and perceptions of community, identity and reality." Ottawa, 1996.
Find full textIacono, Carol Sue. "New technologies and transformations of work in postindustrial society: Toward a framework for meta-analysis." Diss., The University of Arizona, 1992. http://hdl.handle.net/10150/185974.
Full textYipu, Zen, University of Western Sydney, of Arts Education and Social Sciences College, and Centre for Cultural Research. "Selling props, playing stars:virtualising the self in the Japanese mediascape." THESIS_CAESS_CR_Yip_Z.xml, 2005. http://handle.uws.edu.au:8081/1959.7/589.
Full textDoctor of Philosophy (PhD)
Taşkın, Özlem Özcan A. Can. "Information and communication technologies for public use and interactive-multimedia city kiosks/." [s.l.]: [s.n.], 2004. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000487.rar.
Full textKeywords: Information and communication technologies (ICT), interactivity, city kiosk, public use. Includes bibliographical references (leaves. 103).
Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.
Full textCommittee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Bendick, Eric Louis. "Fiber optic vines on the third wall cultivating natural media in the digital age /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/bendick/BendickE0509.pdf.
Full textWhitford, Linda M. L. "Only connect : film, architecture, and autobiography in the post-mechanist era." Thesis, University of Sydney, 2002. https://hdl.handle.net/2123/27822.
Full textManduca, Alexandre. "A máquina no biológico: a construção biopolítica do próximo humano." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20695.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The selection presented in this thesis is the construction of a new human being by means of Biopolitics and of such discourses as the cyborg imaginary, the machine-body and the machine in the biological body. The artificially enhanced body brings life, as a biopolitical device, to a new level, fruit of a symptom of the cultural and communicational imaginary about new possibilities of body management that permeate the appropriation, manipulation and edition of life. It is believed that through a hybrid body the human being would be able to distend and expand itself in order to embrace machinic devices and to serve as an object within the capitalist logic and the consumption society. The Cyborgism in literature and in cinema contributes to this imaginary of a new human being who might be different ‒ a next human, from the classic Frankenstein’s monster to the most recent science fiction films, in which hybrid beings are patterns of overcoming a body that looks obsolete. Biopolitics reinforces this moment in a conceptual and precise way when it transfers to the human the management of one's own life, as observed both in Michel Foucault and in the studies of Giorgio Agamben, Antonio Negri and Nikolas Rose, the main guiding principle of this work. In such scenario, one sees a new journey of the next human, who, through the body, undergoes mutations and is extended by use of machinic experiments, such as grafts, prostheses, chips and silicon. These are potentialized for physically disabled people and for assistive technologies; also, in the Bioidentity phenomenon and in the quality of a body extended to all possible apparatuses, as a biopolitical element that does not cease to be biological. The trajectory of this thesis is to discuss the human as an unfinished project, not as a hybrid body or as a cyborg, but a body ready for the inclusion of the machine in the human through the interference in the DNA. It becomes thus pure information, without ceasing to be biological. The machine in the biological is the extended body, opening the possibility of adapting to the new machinic devices
O recorte apresentado nesta tese é a construção de um novo ser humano por meio da biopolítica e dos discursos do imaginário ciborgue, do corpo-máquina e da máquina no corpo biológico. O corpo artificialmente incrementado eleva a vida, enquanto dispositivo biopolítico, a um novo patamar, fruto de um sintoma do imaginário cultural e comunicacional sobre novas possibilidades de gestão do corpo, que permeiam a apropriação, manipulação e edição da vida. Acredita-se que, mediante um corpo híbrido, o ser humano possa se distender e expandir-se para abraçar aparatos maquínicos e possa servir como objeto dentro da lógica capitalista e da sociedade de consumo. O ciborguismo presente na literatura e no cinema contribui para esse imaginário de um novo ser humano que poderá ser diferente ‒ um próximo humano, desde o clássico monstro de Frankenstein, até os mais recentes filmes de ficção científica, nos quais os seres híbridos são padrões de superação de um corpo que parece obsoleto. A biopolítica reforça esse momento de forma conceitual e precisa quando transfere ao humano a administração da própria vida, o que pode ser observado tanto em Michel Foucault, como nos estudos de Giorgio Agamben, Antonio Negri e Nikolas Rose, principal norteador deste trabalho. Nesse horizonte, avista-se uma nova jornada do próximo humano, que, por meio do corpo, sofre mutações e é ampliado com experimentos maquínicos, como enxertos, próteses, chips e silício. Estes são potencializados para os deficientes físicos e para as tecnologias assistivas, no fenômeno da bioidentidade, e na qualidade de um corpo estendido a todos os aparatos possíveis, como elemento biopolítico que não deixa de ser biológico. A trajetória desta tese é a de discutir o humano como um projeto inacabado, não como um corpo híbrido ou ciborgue, mas um corpo pronto para a inclusão da máquina no humano por meio da interferência no DNA, tornando-se pura informação sem deixar de ser biológico. A máquina no biológico é o corpo estendido, abrindo a possibilidade de adaptar-se aos novos aparatos maquínicos
Yipu, Zen. "Selling props, playing stars:virtualising the self in the Japanese mediascape." Thesis, View Thesis, 2005. http://handle.uws.edu.au:8081/1959.7/589.
Full textGalvão, Giovani Fernandes. "O blog como instrumentação para professor de ciências das séries iniciais." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1239.
Full textThe increasing presence of technology in educational environments creates new pedagogical needs. On the other hand, teachers do not receive or have not received adequate training to include these technologies in their practices, and they are not so well placed in a cybercultural context as their students who are increasingly born with ease for interactions in cyberspace. In this context it is envisioned this study that was realized with a teacher from a municipal school in the city of Ponta Grossa, Paraná, with the goal of produce a blog with basic information and suggestions for tools to use in the Early Grades of Science Teaching through which she could catch up technologically to improve their teaching practices in cyberspace and interact with their students and other education professionals. The content of the research product was basically matters on computing, operating systems, network security, media files, free software and freeware for their use in updating the teacher in relation to the Information and Communication Technologies for science classes in elementary school. The research methodology was the Interventional Research, which gives to the study some flexibility that was needed for the knowledge construction as required to the teacher and to the served community. The qualitative data collection was to evaluate which issues were most needed to the teacher and for the physical and virtual interactions between her and the researcher, which issues had higher utilization. The approach used was mentorial, given the circumstances of virtual and personal relationship in which interactions occurred between researcher and teacher. In view of the issues surrounding this study, the literature review includes questions related to Cyberculture in teacher education, previous works in teacher’s formation in relation to this activity and official documents that guide the Science Teaching for the early grades as well as their relationships with the teaching. After the interactions between researcher and teacher, interventional research subjects, it was observed the construction of a blog as a form of auxiliary reference to work with the Information Technology and Communication both in the classroom and in their continuing education.
Milton-Smith, Melissa. "A conversation on globalisation and digital art." University of Western Australia. Communication Studies Discipline Group, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0057.
Full textMarin, Davi Junqueira. "A Galáxia de Zuckerberg e a formação do narrador eletrônico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21629.
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Pontifícia Universidade Católica de São Paulo - PUCSP
The present dissertation aims to arrive at a concept of narrator that embraces all the complexity of electronic networks writing. In order to do so, Facebook was chosen as an object of study to illustrate the rationale presented together with the concepts debated not only by their amplitude in terms of diversity of use, but as a product that also symbolizes some unanimity in our research context within an even larger environment, which we call here the Galaxy of Zuckerberg in the wake of the works of Marshal McLuhan. Since Walter Benjamin establishes his criticism in The narrator, we seek an analysis of classic concepts from the typographic universe brought by authors such as Paul Ricoeur, mainly, and Gérard Genette and Roland Barthes in the background, along with Todorov. Although our chronology of work beeing ultra contemporary and very current, the debate of concepts goes back to classical antiquity, the Middle Ages and modern times marked by the emergence of the Gutenberg press, when begins the process Benjamin will call death of the experience or death of the narrator. In illustrating the analysis of what we are calling networked writing, of real time narrative through examples drawn from Facebook profiles, we mark the birth of this new media galaxy emerging at the apex of the twentieth century and that made the typography mature while shining at the same time new mechanical-electrical techniques of reproduction of arts and storytelling, or artificial reproduction of experience, as Benjamin puts it. Thus, by pairing great authors in their great works, such as McLuhan and Benjamin, we get an overview of what can be the new electronic age precisely from the study of the transposition of the mŷthos in Paul Ricoeur, through concepts such as point of view and time in the composition of narratives. The central idea is that new faces do not change old habits and that although new media bring in its core the need to review themes and conceptual updates, the core of questions and habits are timeless and always obey the same structure, regardless of their context or their technological support. Concluding poetically as the question is worked in the same way through the course, we will agree with Walter Benjamin on the death of the narrator, but we will also agree with Marshal McLuhan in saying that he may be reborn in his new global village
A presente dissertação tem por objetivo chegar a um conceito de narrador que abrace toda a complexidade das escritas nas redes eletrônicas. Para tanto, o Facebook foi eleito como objeto de estudo para ilustrar o raciocínio apresentado juntamente com os conceitos debatidos não apenas pela sua amplitude em termos de diversidade de uso, mas enquanto produto que também simboliza certa unanimidade em nosso contexto de pesquisa dentro de um ambiente ainda maior, o que chamamos aqui de Galáxia de Zuckerberg na esteira das obras de Marshal McLuhan. A partir da crítica que Walter Benjamin estabelece em O narrador, buscamos uma análise de conceitos clássicos provenientes do universo tipográfico trazidos por autores como Paul Ricoeur, principalmente, e Gérard Genette e Roland Barthes em segundo plano, juntamente com Todorov. Embora nossa cronologia de trabalho seja ultra contemporânea, atualíssima, o debate dos conceitos remonta a antiguidade clássica, a Idade Média e os tempos modernos marcados pelo surgimento da prensa de Gutenberg, quando se inicia o processo que Benjamin vai chamar de morte da experiência, ou morte do narrador. Ao ilustrarmos uma análise do que estamos chamando de escrita em rede, de narrativa real time através de exemplos extraídos de perfis do Facebook, demarcamos o nascimento dessa nova galáxia de mídia que surge no ápice do século XX e que fez amadurecer a tipografia ao mesmo tempo em que brilharam novas técnicas mecânico-elétricas de reprodução de artes e de contação de histórias, ou de reprodução artificial da experiência, como coloca Benjamin. Assim, ao emparelharmos grandes autores em suas grandes obras, como McLuhan e Benjamin, conseguimos uma visão de conjunto sobre o que pode ser a nova era eletrônica justamente a partir do estudo da transposição do mŷthos em Paul Ricoeur através de conceitos como ponto de vista e tempo na composição das narrativas. A ideia central é a de que novas faces não mudam os velhos hábitos, e que apesar de novas mídias trazerem em seu bojo a necessidade da revisão de temas e atualizações conceituais, o cerne das questões e os hábitos são atemporais e obedecem sempre a uma mesma estrutura, independente de seu contexto ou de seu suporte tecnológico. Concluindo de forma poética assim como é trabalhada a questão durante todo o percurso, vamos concordar com Walter Benjamin sobre a morte do narrador, mas vamos também concordar com Marshal McLuhan ao dizermos que ele pode estar renascido em sua nova aldeia global
Conradie, Liesl. "Community@cyberspace.com : an ethnography of community and commerce on the Internet." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/51655.
Full textENGLISH ABSTRACT: The Internet and its Cyberspaces were developed in the 1960s to create a means to transfer information without the risk of interception and annihilation. Today, 40 years later, the Internet has grown in both size and application. The most used applications are still conversation and sharing of information. This thesis is an ethnographic account of my experiences in a Cyberspace of the Internet- a virtual community with the name Amazon City.com. Virtual communities are spaces on the Internet where people come together to discuss their daily lives, issues and anything that's appropriate for the particular community. It is seen as a response to the demise of third places in off-line life, globalisation, etc. The communities that form in these areas develop cultural assumptions. These cultural assumptions are revealed to a new member through time and interaction in the conferencing area. The assumptions that I experienced range from knowledge needed to be an excepted and successful member of the community, to language use and identity of the members. The conclusion was reached that members view their participation and membership in these communities as just as fulfilling and real as their activities in off-line communities. Further aspects that make a site a growing and economically feasible business strategy for its owner(s) were my next focus. Internet commerce is growing at an astonishing rate. Internet business does not only imply the selling of products on-line. Computermediated communication devices have been implemented on commercial sites after it was found in the early 1990s that people are looking for something more than just another shopping area. Other ways that this type of dot com site uses to generate revenue and whether the members on the site are perceived as citizens or ultimately as consumers were also studied. It was found that members see themselves as citizens but site loyalty will push them to act as consumers when need be. The commercial aspects of these sites are a part of and necessary for the existence of the dot com site, and the community that fosters there.
AFRIKAANSE OPSOMMING: Die Internet en sy Kuberruimtes is ontwikkel in die 1960s as 'n manier om inligting oor te dra sonder die risiko van intersepsie en vernietiging. Vandag, 40 jaar later het die Internet gegroei in beide grootte en toepassing. Die mees algemene gebruike is nogsteeds kommunikasie en die oordrag van inforrnasie. Hierdie tesis is 'n etnografiese studie van my ervaringe in 'n Kuberruimte van die Internet- 'n virtuele gemeenskap byname Amazon City.com. Virtuele gemeenskappe is areas op die Internet waar mense bymekaar kom om hul daaglikse lewens, kwessies en enige iets toepaslik vir die spesifieke gemeenskap, te bespreek. Die tipe gemeenskap word gesien as 'n reaksie van die verval van "derde plekke" in af-lyn lewe en globalisering Die gemeenskap wat vorrn in hierdie areas ontwikkel kulturele veronderstelling. Hierdie veronderstellings word openbaar aan 'n nuwe lid deur tyd en interaksie in die konferensie area. Die veronderstellings wat ek ervaar het strek van kennis benodig am 'n aanvaarde en suksesvolle lid van die gemeenskap te word, tot taal gebruik en identiteit van die lede. Die konklusie is bereik dat lede hul interaksie en lidmaatskap in hierdie gemenskappe as net so bevredigend en "eg" ervaar as hul aktiwiteite in hul af-lyn lewe . Verdere aspekte wat 'n webblad 'n suksesvolle en ekonomiese vatbare besigheids strategie maak vir sy eienaar, was my volgende fokus. Internet besigheid groei teen 'n geweldige spoed, en impliseer nie slegs die verkoop van produkte aanlyn nie. Rekenaar-ondersteunde komrnunikasie toestelle is geimplimenteer op kornmersiele webbladsye nadat dit gevind is in die vroee 1990s dat mense soek vir 'n plek wat meer is as net nog 'n winkel. Ander maniere wat hierde dot com webbladsye gebruik am inkomste te genereer en of die lede gesien word as burgers of as verbruikers word ook bestudeer. Daar is gevind dat die lede hulself sien as burgers maar webbladsy lojaliteit sal die lede aanspoor om as verbruikers op te tree indien nodig. Die kommersiele aspekte van die tipe webbladsy is 'n noodsaaklik deel vir die voortbestaan van die dot com webbladsy, en die gemeenskap wat daar ontwikkel.
Romani, Roberto 1971. "Jogos com propósito e construção de conhecimento em design." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275599.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: Nos últimos anos, as novas tecnologias de informação e comunicação têm modificado a natureza da interação humano-computador, quebrando os limites do contexto de trabalho para fazer parte da vida cotidiana das pessoas em todos os lugares e em qualquer momento. Assim, novos sistemas disponíveis por meio da Web e de dispositivos móveis estão ao alcance de um número cada vez maior de pessoas, aumentando a importância de se projetar interfaces para todos. Ainda, o desafio número quatro proposto pela SBC se alinha a essa necessidade de viabilizar o acesso do cidadão comum ao conhecimento de forma participativa e universal. Embora várias normas, recomendações e diretrizes tenham sido utilizados para auxiliar designers na complexa tarefa de projetar interfaces para todos, grande parte das escolhas ainda dependem muito da experiência do designer que, nesse cenário, não tem mais um público-alvo bem definido. Ao mesmo tempo, uma cultura de participação, desencadeada por ideias de crowdsourcing, computação social e computação humana, vem permitindo novas formas de colaboração para resolver problemas diversos. Esta tese propõe mecanismos que a um só tempo envolvem o cidadão comum no processo de construção do conhecimento em design e oferecem recursos que podem ser apropriados pelos designers em seu processo criativo de projetar interfaces para todos. Dessa forma, esta tese propõe, desenvolve e experimenta a abordagem GWIDO (Games With Interaction Design Objective), beneficiando-se de recursos oferecidos pela Web contemporânea, bem como do interesse das pessoas por jogos na internet. A ideia central consiste no uso de GWAPS (Games With a Purpose) para apoiar o designer na escolha de elementos de design, envolvendo nesse processo um grande número de potenciais usuários. A tese traz contribuições na interseção das áreas de pesquisa da computação humana e da computação social, mostrando um levantamento preliminar dos trabalhos relacionados, ilustrando a ideia com uma instanciação de um ambiente para designers integrado a um jogo do tipo GWAP e demonstrando a utilização da metodologia proposta de maneira prática no redesign de um sistema real
Abstract: In recent years, new information and communication technologies have changed the nature of human-computer interaction, breaking the boundaries of the workplace to be part of the everyday people¿s lives in everywhere and at any time. Thus, new systems available through the Web and mobile devices can be used by a growing number of people, increasing the importance of designing interfaces for all. In addition, one of the challenges (number four) proposed by SBC is aligned to this need of improving the access of ordinary citizens to knowledge in a participatory and universal way. While several standards, recommendations and guidelines have been used to assist designers in the complex task of designing interfaces for all, most choices still rely strongly on the experience of the designer who, in this scenario, no longer has a well-defined target audience. At the same time, a culture of participation triggered by ideas of crowdsourcing, human computation and social computing has enabled new forms of collaboration to solve various problems. This thesis proposes mechanisms that involve ordinary citizens in the process of knowledge construction in design and in the same time offers resources that can be appropriated by designers in the creative process of designing interfaces for all. Thus, this thesis proposes, develops and experiences the GWIDO approach (Games With Interaction Design Objective), taking advantage of features offered by contemporary Web as well as the interest of people for games in the internet. The main idea is to use GWAPs (Games with a Purpose) to assist the designer in the choice about design elements, involving a large number of potential users. The thesis provides contributions at the intersection of research fields (human computation and social computing), showing a preliminary survey of the related work, illustrating the idea with an instantiation of an environment for designers integrated with a GWAP game and demonstrating the use of the proposed methodology in a practical way during a redesign of a real system
Doutorado
Ciência da Computação
Doutor em Ciência da Computação
Yipu, Zen. "Selling props, playing stars virtualising the self in the Japanese mediascape /." View Thesis, 2005. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20060210.104650/index.html.
Full textFilho, Mariano Vicente da Silva. "Religião virtualizada: a oferta de bens simbólicos no percurso da religiosidade na internet." Universidade Católica de Pernambuco, 2011. http://www.unicap.br/tede//tde_busca/arquivo.php?codArquivo=1093.
Full textThis Dissertation presents a research concerning the virtualized religion through the symbolical-religious goods supply in the Internet, departing from the Pauline Congregation Members Mission in Paulus Publish House site. This work describes cyberculture with its technological imaginary figment, identifying the way how one rebuilds the catholic religiosity in cyberspace, it this work studies symbolical goods supply practices, through on line technological tools in Paulus site; as well as it this Work searches understanding the marketing logicians, appeals and strategies concerning the symbolical spiritual products supply in this cyberspace context amidst a diffused and syncretistic religiosity. As a methodological proceeding, one has chosen a critical outline, descriptive interpretative qualitative approach, besides the bibliographical observation: site structured observation and analysis through ethnography technics, complemented with its contents transdisciplinary hermeneutics. Its this Work results show up the new religiosity constituent elements in cyberculture, interfering in this Catholic Religious Order evangelization service. These results contribute for stimulating a more conscious reflection regarding to religiosity, as well as for fomenting the right to a more clarified religion, besides subsiding optimized possible strategies for religious symbolical goods supply.
Flores, Lucas Soboleswki. "Internet e cultura local: estudo de caso no portal São Marcos na web, de São Marcos/RS." reponame:Repositório Institucional da UCS, 2018. https://repositorio.ucs.br/11338/4170.
Full textThis dissertation intends to correlate internet and the local culture. In this context, it is studied the relation between São Marcos na Web’s portal and São Marcos citizens, perceiving the culture function that this means of communication have in the local community, answering the following question: What is the role of São Marcos na Web’s portal in the recovery and in the breadth of local culture aspects? Attempting to answer this question, the general objective of this paper work is to comprehend the spot that São Marcos na Web have in the institution/maintenance of the local culture. Throughout the study, it is analyzed the building of a regional culture, of a cyberculture and in the communication in a cyberspace, as well as the language in the digital environment and the revolution that the internet and others technological gadgets provoked in the communication process. Finally, it is developed a search procedure based on the netnography proposed by Kozinets (2014). Following that, it is analyzed the interactions made by the followers of São Marcos na Web page on Facebook. Based on the results achieved, it is noticed that the portal have an important role in the culture development of the local readers and internet might help with in different ways in this process.
Huelsen, Patricia Giannoccaro von. "Cartografias da moral e da ética para os dilemas do ciberespaço." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21177.
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This study maps the issues found inside of the cyberspace as well as the historical concept of ethics and morality. Within its first section, the main features of the cyberspace and social behaviour in the cyberspace are examined; thoughts and concepts of famous philosophers such as Aristotle, Thomas Aquinas, Kant, Hegel, Durkheim, Weber, Freud e Nietzsche are also discussed. The core objective of this mapping is to understand the dimensions and associations linked to the concept of ethics and morality. It also touches upon key questions such as the notions of: truth, good and evil, moral conscience, beauty as a virtue, as well as ethic, material and aesthetic values. Lastly, a model for analysing these notions and concepts with observations found in the cyberspace is proposed, based on the ideal type model by Max Weber
O estudo traz um mapa dos dilemas vivenciados no ciberespaço e mapas sobre os conceitos históricos da moral e da ética. Ele inicia-se com as evidências sócio-comportamentais e características do ciberespaço na atualidade. Percorre o pensamento de autores clássicos da filosofia, da sociologia e da psicologia, tais como: Aristóteles, São Tomás de Aquino, Kant, Hegel, Durkheim, Weber, Freud e Nietzsche entre outros. O objetivo deste mapeamento é compreender o conceito da moralidade e da ética em todas as suas dimensões e associações, percorrendo questões centrais do conhecimento, tais como: o conceito de verdade, a ideia do bem e do mal, o conceito da virtude associado a beleza, a consciência moral, o valor moral, o valor material, o valor simbólico e estético. Ao final deste estudo teórico, propõem-se um modelo de análise, com base no tipo ideal weberiano, relacionando os conceitos aos valores observados no ciberespaço
Silva, Filho Mariano Vicente da. "Religião virtualizada: a oferta de bens simbólicos no percurso da religiosidade na internet." Universidade Católica de Pernambuco, 2011. http://tede2.unicap.br:8080/handle/tede/375.
Full textThis Dissertation presents a research concerning the virtualized religion through the symbolical-religious goods supply in the Internet, departing from the Pauline Congregation Members Mission in Paulus Publish House site. This work describes cyberculture with its technological imaginary figment, identifying the way how one rebuilds the catholic religiosity in cyberspace, it this work studies symbolical goods supply practices, through on line technological tools in Paulus site; as well as it this Work searches understanding the marketing logicians, appeals and strategies concerning the symbolical spiritual products supply in this cyberspace context amidst a diffused and syncretistic religiosity. As a methodological proceeding, one has chosen a critical outline, descriptive interpretative qualitative approach, besides the bibliographical observation: site structured observation and analysis through ethnography technics, complemented with its contents transdisciplinary hermeneutics. Its this Work results show up the new religiosity constituent elements in cyberculture, interfering in this Catholic Religious Order evangelization service. These results contribute for stimulating a more conscious reflection regarding to religiosity, as well as for fomenting the right to a more clarified religion, besides subsiding optimized possible strategies for religious symbolical goods supply.
A presente dissertação apresenta uma investigação da religião virtualizada com a oferta de bens simbólico-espirituais na internet, a partir da missão dos paulino, no site da Editora Paulus. O trabalho descreve a cibercultura com seu imaginário tecnológico, identificando como se reconstrói a religiosidade católica no ciberespaço; estuda as práticas de oferta de bens simbólicos e de conteúdos religiosos através das ferramentas tecnológicas on-line no site da Paulus; assim como, busca entender as lógicas, apelos e estratégias mercadológicas do oferecimento de produtos simbólico-espirituais nesse contexto do ciberespaço, em meio a uma religiosidade difusa e sincrética. Como procedimento metodológico, optou-se por abordagem qualitativa de recorte crítico, descritivo/interpretativo, além da revisão bibliográfica: observação estruturada e análise de site através da técnica da netnografia, complementada por uma hermenêutica transdisciplinar do seu conteúdo. Os resultados demonstram os elementos constitutivos da nova religiosidade na cibercultura interferindo no serviço de evangelização dessa Ordem religiosa católica. Esses resultados contribuem para estimular uma reflexão mais consciente sobre a religiosidade, bem como para fomentar o direito à religião esclarecida; além de subsidiar possíveis estratégias otimizadas para a oferta de bens simbólicos religiosos.
Probert, Jeffrey Allan. "Impact of Computer Gameplay on Student Learning Utilizing "Civilization IV| Colonization" with High School Students in a United States History Class." Thesis, North Carolina State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3586265.
Full textThis action research study investigated the effectiveness and impact of instructional uses of computer gaming on student comprehension of major themes and concepts in United States history. A concurrent embedded experimental mixed method design (Creswell, 2009; Creswell & Plano Clark, 2007; Greene & Caracelli, 1997) was used to determine what impact gameplay has upon student learning as well as student perceptions of the gaming experience upon their learning using Sid Meier's Civilization IV: Colonization in an eleventh grade high school United States History class. This study addressed key issues concerning computer gameplay in an educational setting, asking what impact does computer gameplay have on student understanding and academic performance, and what impact does social interaction surrounding computer gameplay have upon student understanding of content. The quantitative phase of this study focused on the relationship between computer games and academic performance. The qualitative phase of the study focused on student understanding and comprehension of historical content, perceptions of computer gameplay and the social interaction surrounding gameplay.
Students were randomly assigned to one of two classes: one class engaged in gameplay utilizing Civilization IV: Colonization and served as the experimental group, the other class engaged in traditional research and served as the control group. Quantitative data was collected from a pretest administered at the beginning of the semester as well as a posttest administered at the end of the semester. Additional quantitative data was collected from term project presentation grades from both groups at the end of the semester. Scores from the pretest/posttest and student presentations were analyzed to determine if there was a significant difference in learning between the two groups.
Qualitative data was collected at multiple points throughout the study from the experimental group utilizing observation, teacher-researcher reflections, individual interviews, focus group interview, and student data sheets to explore student understanding of the exploration and colonization of North America as well as perceptions of the gaming experience. The qualitative data was analyzed to inform and better understand the impact of computer gaming on student learning.
The findings of this study indicated students who engaged in gameplay with Civilization IV: Colonization scored significantly higher on the postest and presentation scores as well as developed a deeper understanding of major themes, concepts and content in United States History than students who conducted traditional research. The findings of this study also supported and built upon previous research concerning computer game-based learning, specifically within social studies education, as well as addressed a specific void in the research – what impact does computer game-based learning have upon student academic performance?
Ericsson, Emil, and Martin Adolfsson. "Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39663.
Full textSchuetter, Jared Michael. "Cairn Detection in Southern Arabia Using a Supervised Automatic Detection Algorithm and Multiple Sample Data Spectroscopic Clustering." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1269567071.
Full textLi, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.
Full textBallie, Fiona Jane. "How can online communication aid the development of global citizenship in the intermediate phase of the revised South African national curriculum." Thesis, 2008. http://hdl.handle.net/10210/673.
Full textMoodley, Nareen. "A critical explorative investigation into the operation of memory in human expression and artificial intelligence : a Joussean perspective." Thesis, 2000. http://hdl.handle.net/10413/5553.
Full textThesis (M.A.)-University of Natal, Durban, 2000.
Spender, Lynne, University of Western Sydney, College of Arts, and Centre for Cultural Research. "Digital culture, copyright maximalism, and the challenge to copyright law." 2009. http://handle.uws.edu.au:8081/1959.7/42615.
Full textDoctor of Philosophy (PhD)
Spender, Lynne. "Digital culture, copyright maximalism, and the challenge to copyright law." Thesis, 2009. http://handle.uws.edu.au:8081/1959.7/42615.
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