Books on the topic 'Interactive multimedia – Social aspects'

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1

The interactive book: A guide to the interactive revolution. Indianapolis: Macmillan Technical Publishing, 1997.

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2

Andrejevic, Mark. iSpy: Surveillance and power in the interactive era. Lawrence, Kan: University Press of Kansas, 2007.

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3

Semiotica dei nuovi media. Roma: GLF editori Laterza, 2004.

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4

Sam, Inkinen, ed. Mediapolis: Aspects of texts, hypertexts, and multimedial communication. Berlin: W. de Gruyter, 1999.

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5

Moran, Rosalyn. The electronic home: Social and spatial aspects : a scoping report. Dublin, Ireland: European Foundation for the Improvement of Living and Working Conditions, 1993.

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6

Hillman, Judy. Telelifestyles and the flexicity: A European study : the impact of the electronic home. Shankill, Co. Dublin, Ireland: European Foundation for the Improvement of Living and Working Condition, 1993.

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7

Mason, Jean. From Gutenberg's galaxy to cyberspace: The transforming power of electronic hypertext. Scarborough: CITD Press, University of Toronto at Scarborough, 2002.

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8

What is your quest?: From adventure games to interactive books. Iowa City: University of Iowa Press, 2014.

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9

Digital media: Technological and social challenges of the interactive world. Lanham, Md: Scarecrow Press, 2011.

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10

Jon, Dovey, ed. Fractal dreams: New media in social context. London: Lawrence & Wishart, 1996.

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11

Hye-sil, Chʻoe, ed. Dijitʻŏl sidae ŭi munhwa yesul: Tʻonghap ŭi kanŭngsŏng ŭl kkum kkunŭn KAIST saramdŭl. Sŏul: Munhak kwa Chisŏngsa, 1999.

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12

Shu zi hua sheng cun. Haikou Shi: Hainan chu ban she, 1996.

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13

Cipolla-Ficarra, Francisco V. Persuasion on-line and communicability: The destruction of credibility in the virtual community and cognitive models. Hauppauge, N.Y: Nova Science Publishers, 2009.

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14

Integrative AV- und Online-Kommunikationsforschung: Perspektiven, Positionen, Projekte. Baden-Baden: Nomos Verlagsgesellschaft, 2013.

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15

Expressive processing: Digital fictions, computer games, and software studies. Cambridge, MA: The MIT Press, 2009.

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16

Interface cultures: Artistic aspects of interaction. Bielefeld: Transcript, 2008.

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17

Hourcade, Juan Pablo. Interaction design and children. Boston: Now Publishers, 2008.

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18

International Conference on Human-Computer Interaction (2nd 1987 Honolulu). Social ergonomic and stress aspects of work with computers: Proceedings of the Second International Conference on Human-Computer Interaction, Honolulu, Hawaii August 10-14, 1987, vol.I. Amsterdam: Elsevier Science, 1987.

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19

Expressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.

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20

Being digital. New York: Vintage Books, 1996.

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21

Being digital. London: Hodder & Stoughton, 1995.

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22

Being digital. New York: Knopf, 1995.

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23

João, Hespanha, and Sukhatme Gaurav, eds. Touch in virtual environments: Haptics and the design of interactive systems. Upper Saddle River, NJ: Prentice Hall, 2001.

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24

1947-, Lister Martin, ed. New media: A critical introduction. 2nd ed. Milton Park, Abingdon, Oxon: Routledge, 2008.

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25

Being digital. London: Hodder & Stoughton, 1996.

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26

Griffiths, Alison. Shivers down your spine: Cinema, museums, and the immersive view. New York: Columbia University Press, 2008.

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27

Les fictions hypermédiatiques: Mondes fictionnels et espaces ludiques : des arts de mémoire au cyberespace. Montréal: Le Quartanier, 2010.

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28

Koester, Stephanie Eva. Interactive multimedia in American museums. [Pittsburgh, PA]: Archives & Museum Informatics, 1993.

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29

Koester, Stephanie Eva. Interactive multimedia in American museums. [U.S.]: Archives and Museum Informatics, 1993.

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30

Digital experience design: Ideas, industries, interaction. Bristol, UK: Intellect, 2008.

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31

Shearman, Claire. Multimedia Europe: Content producers or 'voices from the tower' : a report on socioeconomic aspects of multimedia content development in Europe. Luxembourg: Office for Official Publications of the European Communities, 1999.

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32

Gerfried, Stocker, and Schöpf Christine, eds. Ars electronica: Code-the language of our time : code=law code=art code=life. Ostfildern-Ruit, Germany: Hatje Cantz, 2003.

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33

Experimental studies of interactive decisions. Dordrecht: Kluwer Academic, 1990.

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34

De l'homo sapiens à l'homme interactif. Paris: Denoël, 1998.

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35

iSpy: Surveillance and Power in the Interactive Era (CultureAmerica). University Press of Kansas, 2007.

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36

McCarthy, John, and Peter Wright. Technology As Experience. MIT Press, 2018.

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37

Technology as Experience. The MIT Press, 2004.

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38

McCarthy, John, and Peter Wright. Technology As Experience. MIT Press, 2007.

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39

McCarthy, John, and Peter Wright. Technology As Experience. MIT Press, 2007.

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40

Technology as Experience. The MIT Press, 2007.

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41

Holt, Jennifer, and Kevin Sanson. Connected Viewing: Selling, Streaming, and Sharing Media in the Digital Age. Taylor & Francis Group, 2013.

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42

Holt, Jennifer, and Kevin Sanson. Connected Viewing: Selling, Streaming, & Sharing Media in the Digital Age. Routledge, 2013.

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43

Holt, Jennifer, and Kevin Sanson. Connected Viewing: Selling, Streaming, and Sharing Media in the Digital Age. Taylor & Francis Group, 2013.

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44

Holt, Jennifer, and Kevin Sanson. Connected Viewing: Selling, Streaming, and Sharing Media in the Digital Age. Taylor & Francis Group, 2013.

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45

Holt, Jennifer, and Kevin Sanson. Connected Viewing: Selling, Streaming, and Sharing Media in the Digital Age. Taylor & Francis Group, 2013.

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46

Inkinen, Sam. Mediapolis: Aspects of Texts, Hypertexts und Multimedial Communication. de Gruyter GmbH, Walter, 2012.

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47

Electronic Home - Social and Spatial Aspects: A Scoping Report. European Communities, 1994.

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48

Barrett, Edward. Contextual Media: Multimedia and Interpretation (Technical Communication, Multimedia, and Information Systems). MIT Press, 1995.

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49

Contextual media: Multimedia and interpretation. Cambridge, Mass: MIT Press, 1995.

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50

christoph-bieber. Interaktivität. Campus Verlag GmbH, 2004.

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