Dissertations / Theses on the topic 'Cyberspace'
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Chan, Cho-yan Jonathan, and 陳祖恩. "Traumatic cyberspace: witnessing cyberspace as a site of Trauma." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31227144.
Full textWipper, Renate. "Umweltbildung im Cyberspace." Universität Potsdam, 1999. http://opus.kobv.de/ubp/volltexte/2005/298/.
Full textBarber, Clair. "Shakespeare and cyberspace." Thesis, University of Sussex, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288165.
Full textAckroyd, Bradley Sterling. "Hinduism in cyberspace." [Gainesville, Fla.] : University of Florida, 2006. http://purl.fcla.edu/fcla/etd/UFE0014320.
Full textSimu, Nicklas. "Strategisk bombning i cyberspace." Thesis, Försvarshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-5514.
Full textYoung, Peter. "Visualising software in cyberspace." Thesis, Durham University, 1999. http://etheses.dur.ac.uk/4363/.
Full textKaraflogka, Anastasia. "Religious discourse and cyberspace." Thesis, SOAS, University of London, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422207.
Full textHerring, Deborah. "Contextual theology in cyberspace." Thesis, University of Sheffield, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427215.
Full textBayne, Siân. "Learning cultures in cyberspace." Thesis, Queen Margaret University, 2004. https://eresearch.qmu.ac.uk/handle/20.500.12289/7328.
Full textQiang, Wen. "Cultural resistances in Chinese cyberspace." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2150205.
Full textClayton, Richard. "Anonymity and traceability in cyberspace." Thesis, University of Cambridge, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.444742.
Full textSun, Meng M. Arch Massachusetts Institute of Technology. "Cyberspace as a memory container." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111488.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 61).
Space is a container for memory. This metaphor is built upon the observation that the human mind can easily acquire spatial information without much deliberation. Moreover, non-spatial information can be better retrieved when associated with a spatial memory. The mnemonic function of space has been explored since ancient Greek and Roman times. The method of loci uses imaginary space and its spatial continuity to encode information and its sequence. Physical space, such as museum, was also used as cognitive device to enforce knowledge structures and for future information retrieval. The science of spatial cognition demonstrates how human perception is tuned to the features of the environment. In the digital age, representation of information in visual space shifted from mirroring the real world to triggering experience symbolically. What should virtual space permit and deny in parallel to the real world? Symbolic systems can be capable of eliciting the rich virtual experience from the mind's myriad depths, with even more leverage compared to representing objects in mechanical context. Given space's mnemonic function and cyberspace's rich potential, this thesis explores the design of virtual space for projecting, retrieving, and composing memory. The project propose different spatial design schemes to experiment with and understand the possible relations between virtual space and memory.
by Meng Sun.
M. Arch.
Van, Rensburg Erma J. "Love and friendship in cyberspace." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/52328.
Full textENGLISH ABSTRACT: Since its birth in the early 1960's the Internet has been growing exponentially in all areas and it is predicted that by the year 2002, 490 million people around the world will have Internet access. Similarly, a rapidly increasing number of people are finding themselves working and playing on the Internet, using computer mediated communication (CMC) to converse, exchange information, debate, court, and show compassion. As a result CMC has become a new way for people to find or meet each other via social Internet tools and form and develop personal relationships. Malcolm R. Parks (1997) compiled a theory of relational development, incorporating seven dimensions along which the nature of interaction changes as relationships develop or deteriorate: 1. Interdependence (influence on each other), 2. Breadth (variety of interaction), 3. Depth (intimacy of interaction), 4. Commitment (expectations that a relationship will continue), 5. Predictability and understanding (familiarity with each other), 6. Code change (creating own linguistic forms and culture) and 7. Network convergence (introducing each other to respective online contacts and social networks). This study investigated the relational development reached in interpersonal relationships initiated and maintained online via social Internet tools. As mainly South Africans responded, results provide first time information about South African Web users' online relationships. Results show that the majority of online relationships reached above average levels of relational development as measured by elevated scores on most of the seven dimensions. The results also show significant differences between the levels of relational development reached in online friendships as opposed to online romantic attachments. The results are consistent with past research and could be used as a point of departure for further investigations into South African's Internet social practices and relational development in online settings.
AFRIKAANSE OPSOMMING: Die Internet het, sedert sy oorsprong in die vroee 1960's, eksponensieel gegroei tot die mate dat, teen die jaar 2002, 'n voorspelde 490 miljoen mense wereldwyd Internet toegang sal he. Daar is net so 'n dramatiese toename in die hoeveelheid mense wat die Internet begin gebruik ten einde te werk en te speel, deur CMC (computer mediated communication) te gebruik om te gesels, te debatteer, inligting uit te ruil, mekaar die hof te maak en ondersteuning te verleen. As gevolg hiervan is CMC 'n nuwe platform waar mense mekaar ontmoet deur sosiale Internet instrumente in te span en op hierdie wyse persoonlike verhoudings te begin. Malcolm R. Parks (1997) het 'n teorie van relasionele ontwikkeling saamgestel, waarvolgens hy die sewe dimensies wat verander soos verhoudings groei of disintegreer, inkorporeer. Die dimensies is: 1. Interafhanklikheid (invloed op mekaar), 2. Breedte (variasie van interaksie), 3. Diepte (intimiteit van interaksie), 4. Verbintenis (verwagting dat die verhouding sal hou), 5. Voorspelbaarheid en begrip (bekend wees met mekaar), 6. Kode verandering (nuwe taalvorme en idiome) en 7. Netwerk konversie (om mekaar bekend te stel aan elektroniese en ander kontakte). Hierdie studie het die relasionele ontwikkeling ondersoek wat bereik is deur interpersoonlike verhoudinge wat deur middel van 'n sosiale Internet instrument ge'inisieer en onderhou is. Hoofsaaklik Suid-Afrikaners het deelgeneem en vir die eerste keer is statistiek oor Suid- Afrikaanse Internet gebruikers se elektroniese vehoudings beskikbaar. Resuitate toon dat die meerderheid van die verhoudings hoer as gemiddelde vlakke van relasionele ontwikkeling bereik het, 5005 gemeet deur die sewe dimensies. Die resultate wys ook dat daar 'n betekenisvolle verskil is tussen die relasionele ontwikkeling van elektroniese vriendskappe en romantiese verbintenisse. Die resultate stem ooreen met vorige studies en vorm 'n stewige grondslag vir verdere navorsing oor Suid-Afrikaners se sosiale Internet praktyke en verhoudings.
King, James John Robert. "The cultural construction of cyberspace." Thesis, University of Southampton, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.394053.
Full textPralea, Cristian. "A Hermeneutical Ontology of Cyberspace." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1262720615.
Full textPope, Barrington C. "IRL: creating cyberspace in meatspace." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306503222.
Full textBenoit, Marcel L. "The special operations : cyberspace nexus /." Maxwell AFB, Ala. : School of Advanced Air and Space Studies, 2008. https://www.afresearch.org/skins/rims/display.aspx?moduleid=be0e99f3-fc56-4ccb-8dfe-670c0822a153&mode=user&action=downloadpaper&objectid=1f7903b2-a5c1-48a0-9f1b-8229ded2afd4&rs=PublishedSearch.
Full textWatt, Eliza. "Cyberspace, surveillance, law and privacy." Thesis, University of Westminster, 2017. https://westminsterresearch.westminster.ac.uk/item/q3xzx/cyberspace-surveillance-law-and-privacy.
Full textTrim, Valerie. "Affecting modalities : configuring meaning in cyberspace." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/3106/.
Full textMoranski, Wojciech. "Cyberspace: Ethical Issues and Catholic Perspectives." Thesis, Boston College, 2017. http://hdl.handle.net/2345/bc-ir:107473.
Full textThesis advisor: Richard Spinello
In this thesis, I try to make a small contribution to this search for an Order in cyberspace. In the first chapter I study some new dimensions of freedom, which arose together with the development of the internet. I present the technology and the culture of hackers as two sources of a new understanding of liberty in cyberspace. I also highlight two moral issues, which are present in cyberspace, and that, in my opinion, were caused by this redefinition of freedom. In the second chapter, I try to apply Christian moral theology to address, interpret, and suggest some possible solutions for some ethical issues in cyberspace. In order to build a theological foundation to address further considerations, I study the relation between God’s plan of creation and the rise of the internet. In the second section of this chapter, studying the issue of hate speech online and the phenomenon of Wikipedia, I present cyberspace simultaneously as a structure of sin and a structure of grace. The theology of the Trinity, and of Jesus as the Word of God, help me to give some Christian interpretation of this discrepancy. In the last section of this chapter, I study the phenomenon of video games, particularly online multiplayer games. I identify a deep relation between the video game culture and transhumanism, and I address its implications for morality. However, I also find some ethical virtues particularly present in the community of gamers. Finally, I identify some occurrences of the three theological virtues, faith, hope, and charity, in the virtual world of video games. This helps me to give some Christian moral interpretation of the virtual world of video games
Thesis (STL) — Boston College, 2017
Submitted to: Boston College. School of Theology and Ministry
Discipline: Sacred Theology
Schwarz, Kevin James. "The Securitization of Cyberspace Through Technification." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71758.
Full textMaster of Arts
Downes, Daniel M. (Daniel Mark) Carleton University Dissertation Communication. "Manifesting destiny: the colonization of cyberspace." Ottawa, 1993.
Find full textUsman, Muhammad. "Does Cyberspace outdate Jurisdictional Defamation Laws?" Thesis, University of Bradford, 2019. http://hdl.handle.net/10454/17461.
Full textCurrier, Dianne 1963. "Technology and transformation : Deleuze, feminism and cyberspace." Monash University, Centre for Comparative Literature and Cultural Studies, 2001. http://arrow.monash.edu.au/hdl/1959.1/8916.
Full textFinkelstein, Adam B. A. "A holistic approach to the cyberspace metaphor." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0005/MQ43864.pdf.
Full textYuan, Xiaotong 1979. "Copyright protection to musical works in cyberspace." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=82675.
Full textStoate, Robin. "Reading cyberspace : fictions, figures and (dis)embodiment." Thesis, University of Newcastle Upon Tyne, 2011. http://hdl.handle.net/10443/1129.
Full textYau, Hon-Min. "Taiwan's security in cyberspace : a critical perspective." Thesis, Aberystwyth University, 2018. http://hdl.handle.net/2160/accd3656-175a-4523-b4c0-ad53718cf875.
Full textVaranda, Paula Gouveia. "Dance performance in cyberspace : transfer and transformation." Thesis, Middlesex University, 2015. http://eprints.mdx.ac.uk/18820/.
Full textBohannon, Leland. "Cyberspace and the new age of influence /." Maxwell AFB, Ala. : School of Advanced Air and Space Studies, 2008. https://www.afresearch.org/skins/rims/display.aspx?moduleid=be0e99f3-fc56-4ccb-8dfe-670c0822a153&mode=user&action=downloadpaper&objectid=caa501f3-8bec-4650-9466-a0d9db7fffb0&rs=PublishedSearch.
Full textCorrea, Denise de Mesquita. "Blade Runners and electric sheep in cyberspace." reponame:Repositório Institucional da UFSC, 1995. https://repositorio.ufsc.br/xmlui/handle/123456789/157980.
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Análise de duas obras pós-modernas, o romance Do Androids Dream of Electric Sheep? de Philip K. Dick, e o filme Blade Runner de Ridley Scott, visando discutir o significado do termo humanidade no contexto pós-moderno.Tomando como base teórica a visão do americano Frederic Jameson sobre uma sociedade pós-capitalista e o conceito de simulacro do filósofo francês Jean Baudrillard, o estudo enfoca o novo indivíduo que articula a condição pós-moderna e todas as suas contradições. A conclusão mostra que a definição pós-moderna de indivíduo acaba num processo aberto.
Neuenhausen, Benedikta. "Bildung in der Digitale eine Untersuchung der Bildungsrelevanz virtueller Welten /." [S.l. : s.n.], 2002. http://deposit.ddb.de/cgi-bin/dokserv?idn=966341066.
Full textPaxton, Steven G. B. "Enhanced cyberspace defense with real-time distributed systems using covert channel publish-subscribe broker pattern communications." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://handle.dtic.mil/100.2/ADA483906.
Full textThesis Advisor(s): Michael, James B. "June 2008." Description based on title screen as viewed on August 26, 2008. Includes bibliographical references (p. 91-98). Also available in print.
Tveit, Amund. "Customizing Cyberspace : Methods for User Representation and Prediction." Doctoral thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-1605.
Full textCyberspace plays an increasingly important role in people’s life due to its plentiful offering of services and information, e.g. the Word Wide Web, the Mobile Web and Online Games. However, the usability of cyberspace services is frequently reduced by its lack of customization according to individual needs and preferences.
In this thesis we address the cyberspace customization issue by focusing on methods for user representation and prediction. Examples of cyberspace customization include delegation of user data and tasks to software agents, automatic pre-fetching, or pre-processing of service content based on predictions. The cyberspace service types primarily investigated are Mobile Commerce (e.g. news, finance and games) and Massively Multiplayer Online Games (MMOGs).
First a conceptual software agent architecture for supporting users of mobile commerce services will be presented, including a peer-to-peer based collaborative filtering extension to support product and service recommendations.
In order to examine the scalability of the proposed conceptual software agent architecture a simulator for MMOGs is developed. Due to their size and complexity, MMOGs can provide an estimated “upper bound” for the performance requirements of other cyberspace services using similar agent architectures.
Prediction of cyberspace user behaviour is considered to be a classification problem, and because of the large and continuously changing nature of cyberspace services there is a need for scalable classifiers. This is handled by proposed classifiers that are incrementally trainable, support a large number of classes, and supports efficient decremental untraining of outdated classification knowledge, and are efficiently parallelized in order to scale well.
Finally the incremental classifier is empirically compared with existing classifiers on: 1) general classification data sets, 2) user clickstreams from an actual web usage log, and 3) a synthetic game usage log from the developed MMOG simulator. The proposed incremental classifier is shown to an order of magnitude faster than the other classifiers, significantly more accurate than the naive bayes classifier on the selected data sets, and with insignificantly different accuracy from the other classifiers.
The papers leading to this thesis have combined been cited more than 50 times in book, journal, magazine, conference, workshop, thesis, whitepaper and technical report publications at research events and universities in 20 countries. 2 of the papers have been applied in educational settings for university courses in Canada, Finland, France, Germany, Norway, Sweden and USA.
Proietti, Salvatore. "The cyborg, cyberspace, and North American science fiction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0021/NQ44558.pdf.
Full textKinley, Kelli. "What constitutes an act of war in cyberspace?" Wright-Patterson AFB : Air Force Institute of Technology, 2008. http://handle.dtic.mil/100.2/ADA480404.
Full textTitle from title page of PDF document (viewed on Aug 8, 2008). "AFIT/GIR/ENV/08-M12" Includes bibliographical references.
Tang, Lijun. "Coping with separation : Chinese seafarer-partners in cyberspace." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54640/.
Full textFrye, Heath W. "Cyberpeace through cyberspace nation-building against transnational terrorism." Thesis, Monterey, California. Naval Postgraduate School, 2010. http://hdl.handle.net/10945/4995.
Full textDue to recent vulnerabilities of Department of Defense (DoD) networks, along with the rising importance of cyberspace and cyberspace warfare endeavors among competing great powers, the DoD is quickly recognizing the importance of cyberspace. At the same time, the roles of the military are shifting from traditional, strategic and conventional conflict into what Secretary of Defense Robert Gates calls "soft power"--the capacity to perform nation-building missions against transnational terrorism. Cyberspace operations can play an important role in soft power as developing countries grow in their connectivity to information, especially with the proliferation of cell phone networks. By the end of 2010, 71 percent of new Internet users will be from developing nations. Ninety percent of the entire globe already has mobile phone access. This thesis studies two promising utilizations of mobile phones: mobile money and mobile surveillance. It is found that mobile money may reduce the threat of crime in non-stable areas where the United States is conducting nation-building operations. It then discusses new technologies through mobile phones and mobile devices which may help to prevent the theft of WMD.
Malone, Patrick J. "Offense-defense balance in cyberspace: a proposed model." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/27863.
Full textBerglund, Nancy, and Jenny-Maria Ericsson. "Mars och Venus i cyberspace : genusmönster i bloggen." Thesis, Högskolan i Borås, Institutionen Biblioteks- och informationsvetenskap / Bibliotekshögskolan, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18568.
Full textUppsatsnivå: D
Joe, Raymond K. (Raymond Kim). "Cyberspace and the seas : lessons to be learned." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47725.
Full textIncludes bibliographical references.
With computer science technology and the Information Superhighway, or cyberspace, developing rapidly, information services and resources are playing an increasingly fundamental role in everyday life. The question of rights over information is correspondingly becoming more complicated as well. Regulation over cyberspace is inconsistent, and continues to develop in piecemeal fashion, while the debate remains unsettled whether cyberspace should be regulated at all. Currently no overall legal design for cyberspace is in view. Meanwhile, recent studies report that self-regulation in cyberspace has failed to protect even basic rights of privacy with respect to information. An investigation was made to evaluate the 1983 United Nations Convention on the Law of the Sea as a prototype for a cyberspace legal regime. The provisions for the high seas were found to be readily adaptable for parallel rules for cyberspace. Likewise, the Part XI provisions concerning the deep sea bed, provided for a very detailed organizational framework from which an international and coordinated management of information transactions in cyberspace may be pursued. The detailed provisions regarding settlement dispute were almost directly applicable to cyberspace, with little if any modification. A cyberspace legal regime modeled from the Law of the Sea would eliminate some of the jurisdiction, accountability, and enforcement difficulties of Internet regulation.
by Raymond K. Joe.
S.M.
Simner, Janni, and Susan McGinley. "The iPIant Collaborative: Taking plant biology into cyberspace." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2007. http://hdl.handle.net/10150/622124.
Full textLi, Yu. "Securing Modern Cyberspace Using A Multi-Faceted Approach." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1559662803668983.
Full textAndersen, Barbara Anne. "Virtually biosocial: IBD patienthood and community in cyberspace /." Burnaby B.C. : Simon Fraser University, 2006. http://ir.lib.sfu.ca/handle/1892/2645.
Full textMoseley, Amanda Jane. "A theology of interconnectivity : Buber, dialogue and cyberspace." Thesis, University of Kent, 2015. https://kar.kent.ac.uk/48040/.
Full textVaghetti, César Augusto Otero. "Exergames em rede: a Educação Física no cyberspace." reponame:Repositório Institucional da FURG, 2013. http://repositorio.furg.br/handle/1/4824.
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O jogo, nas suas diversas formas, constitui uma parte importante da aprendizagem e do processo de interação social das crianças. No contexto do desenvolvimento cognitivo, por exemplo, a reprodução é considerada fundamental para os processos de estabilização e para o desenvolvimento das estruturas cognitivas. Os videogames têm se tornado uma atividade ubíqua na sociedade atual. Os games, além de serem utilizados como entretenimento, também o são com o objetivo de educar ou de treinar alguma habilidade, nas áreas da educação e da computação. Dessa forma, os games fazem parte das novas tecnologias usadas para a criação de ambientes virtuais de aprendizagem, amplamente discutidas em educação em ciências. Recentemente, em razão da disponibilidade de utilização de tecnologias de sensoriamento e rastreio de baixo custo, uma nova classe de videogame surgiu: o exergame, combinando game e exercício físico. O objetivo desta tese foi explorar a experiência do uso de exergame em rede para o ensino de educação física no cyberspace, em crianças na idade escolar (n=39) e estudantes universitários (n=46), identificando seus aspectos motivacionais, através do uso da Teoria do Fluxo e da Teoria da Autodeterminação. Foi utilizado como instrumento de medida o Long Flow State Scale (FSS-2) – Physical para verificar a motivação dos estudantes no exergame Kinect Sports, modalidade table tennis, do console Kinect XBOX. Os resultados desta tese indicam que o sistema exergame Kinect table tennis possui feedback suficiente para o ensino das técnicas do tênis de mesa no cyberspace, local onde os jogadores trocaram informações acerca dos fundamentos desse esporte; assim, a observação dos movimentos do avatar também pôde ser utilizada para a aprendizagem motora. Os valores de fluxo encontrados nesta pesquisa confirmaram a hipótese de que os valores mais elevados estariam no grupo Networked. Embora tenham sido encontrados valores crescentes de fluxo a partir do grupo Singleplayer, com o menor valor, o único com valor médio acima de 4 (quatro) foi encontrado no grupo Networked, caracterizando, assim, um estado de fluxo. Exergames em rede podem ser usados como Social Exergames, ou seja, como redes sociais para atividades físicas.
The game is an important part of learning cognitive and social interaction of children. In the context of cognitive, for example, reproduction is considered essential for the stabilization processes, and for the development of cognitive structures. Video games have become a ubiquitous activity in today's society. Games, besides being used as entertainment, are being used in order to educate or train some skill in the areas of education and computing. Games are part of the new technologies used to create virtual learning environments widely discussed in science education. Recently due to the availability of use of sensing technologies and low cost screening, a new class of game emerged, the Exergame, matching game and exercise. The purpose of this dissertation was to explore the use of Exergame network for teaching physical education in cyberspace, in school age children (n=39) and college students (n=46), identifying their motivational aspects through the use of Theory Flow and Self-Determination. The measuring instrument Long Flow State Scale (FSS-2) Physical was used to verify student motivation while playing Exergame Kinect Sports, table tennis modality, in Kinect XBOX console.The results of this thesis indicate the system Exergame Kinect table tennis has enough feedback to teaching the techniques of table tennis in cyberspace, where players exchanged information on the grounds of sport, thereby observing the movements of the avatar could also be used for motor learning. Flow values found in this study confirm the hypothesis that higher values would Networked group. Although we found increasing values of flow from the group Singleplayer, with the lowest value, the one with above average value of 4 (four) was found in the group Networked, characterizing a state of flux. Exergames network can be used as social exergames, i.e. how social networks to physical activities.
Cantón, Federico Alberto. "The Fourth Amendment and Cyberspace: Conflict or Cohesion?" PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/336.
Full textOgunlana, Sunday Oludare. "Countering Expansion and Organization of Terrorism in Cyberspace." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/6079.
Full textRaut, Bimal Kumar. "Determining the Judicial Juristiction in the Transnational Cyberspace." Thesis, Queensland University of Technology, 2004. https://eprints.qut.edu.au/15830/1/Bimal_Raut_Thesis.pdf.
Full textRaut, Bimal Kumar. "Determining the Judicial Juristiction in the Transnational Cyberspace." Queensland University of Technology, 2004. http://eprints.qut.edu.au/15830/.
Full text