Literatura académica sobre el tema "Digital culture"

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Artículos de revistas sobre el tema "Digital culture"

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Sadiku, Matthew N. O., Mahamadou Tembely, Sarhan M. Musa y Omonowo D. Momoh. "Digital Culture". International Journal of Advanced Research in Computer Science and Software Engineering 7, n.º 6 (30 de junio de 2017): 33–34. http://dx.doi.org/10.23956/ijarcsse/v7i6/01613.

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Fernández, María. "Digital Culture". Afterimage 32, n.º 1 (julio de 2004): 16. http://dx.doi.org/10.1525/aft.2004.32.1.16.

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Rabaça, Armando, Bruno Gil y Isabel Clara Neves. "Digital Culture". Joelho Revista de Cultura Arquitectonica, n.º 14 (13 de julio de 2023): 9–13. http://dx.doi.org/10.14195/1647-8681_14_0.

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SIVULCA, Alexandra-Daniela, Nicolae BIBU y Maria-Madela ABRUDAN. "DIGITAL TRANSFORMATION AND DIGITAL CULTURE". Oradea Journal of Business and Economics 9, n.º 1 (marzo de 2024): 34–43. http://dx.doi.org/10.47535/1991ojbe180.

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The paper marks the strong link between digital transformation and digital culture and how success is the result of two mutually conditioning variables. Digital transformation is a vast and complex phenomenon with multiple implications operating on two levels: microeconomic and macroeconomic. As a result, both internal and external organizational environments are changing profoundly. The digital transformation has two sides (it is both an autonomous strategy and the result of the digital one). This restructuring is taking place as a result of the new effects generated by this process: new business models, increased competitiveness in the business world, increased organizational efficiency and effectiveness, and culture plays an important role in this new landscape. Industry 4.0 is also a key determinant that has imposed a series of organizational changes and is linked to digital culture and digital transformation. The tools used were literature review and bibliometric analysis using VOSviewer for visualizing the main and secondary synapses between the variables. Through them, the hypothesis of interdependence between variables (digital transformation and digital culture) was validated. Digital transformation and digital organisational culture condition each other to ensure organizational success in an increasingly volatile, unstable, ambiguous, and digitally complex environment. The items that ensure the connection of the variables and the way in which new conceptual nodes are connected have been identified.
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Jacinto, Stella Santana da Silva y Danieli Aparecida Duarte. "Jogo digital, cultura real: cultura indígena mediada pelas TDIC / Digital game, real culture: indigenous culture mediated by ICTs". Brazilian Journal of Development 8, n.º 3 (10 de marzo de 2022): 17453–68. http://dx.doi.org/10.34117/bjdv8n3-129.

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Kotuła, Sebastian D. "Digital book culture". Toruńskie Studia Bibliologiczne 8, n.º 1 (14) (2 de septiembre de 2015): 107. http://dx.doi.org/10.12775/tsb.2015.005.

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Ryan, Mark. "Review: Digital Culture". Media International Australia 108, n.º 1 (agosto de 2003): 181–82. http://dx.doi.org/10.1177/1329878x0310800126.

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Tambling, Jeremy y David Trend. "Reading Digital Culture". Modern Language Review 98, n.º 1 (enero de 2003): 191. http://dx.doi.org/10.2307/3738214.

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Dey, Bidit L., Dorothy Yen y Lalnunpuia Samuel. "Digital consumer culture and digital acculturation". International Journal of Information Management 51 (abril de 2020): 102057. http://dx.doi.org/10.1016/j.ijinfomgt.2019.102057.

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Nilufar, Fayzullaeva. "FEATURES OF SOCIALIZATION IN A DIGITAL CULTURE". CURRENT RESEARCH JOURNAL OF PEDAGOGICS 04, n.º 05 (1 de mayo de 2023): 50–59. http://dx.doi.org/10.37547/pedagogics-crjp-04-05-08.

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The scientific article attempts to explain the behavior of a person in the Internet space and the popularity of the Internet. Internet networks are considered not only as a source of information and a news resource, but as a powerful tool in the form of a separate digital environment with its own language, culture, values, and user behavior patterns. The main emphasis is placed on the fact that the Internet networks are an integral part of the socialization of the individual and can be qualified as a culture.
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Tesis sobre el tema "Digital culture"

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Artrip, Ryan Edward. "Virulence and Digital Culture". Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/80512.

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This dissertation is a theoretical study of the role of virality/virulence as a predominant technological term in the reproduction of social and cultural information in the digital age. I argue that viral media are not new phenomena, only the name is new. Media have always behaved as viruses; it is only when they become hyper-intensified in digital technology that their virulent function surfaces in language and culture. The project examines processes of self-replication and evolution undergone by various new media phenomena as they relate back to the global profusion of social networks, data centers, and cybernetic practices. Drawing from several contributions in media theory, political and social theory, and critical media studies, I argue that digital media have a hyper-intensifying effect on whatever objects, subjects, or realities they mediate or represent; thus networked societies are virulently swarmed by their own signs and images in information. Through an examination of three primary categories of digital proliferation—language, visuality, and sexuality—I situate digital culture in a framework of virulence, arguing that the digital may be best understood as an effect of cultural hyper-saturation and implosion. I argue that virulent media networking processes come to constitute a powerful cybernetic system, which renders the human subject a mere function in its global operations. Lastly, I begin to develop a political critique of cybernetics, claiming that the proliferation of information, digital media, and communicative/representational technologies in the contemporary world emerges through an intensified ideological, economic, social, cultural, and metaphysical framework of productivism. This intensification engenders a system, or series of communicational circuits, whereby all techno-subjective activities are strategically stimulated, networked, recorded, and algorithmically appropriated to strengthen and reproduce 1) a global productivist system of cybernetics; 2) The material and ideological conditions for such a system to exist and thrive; 3) limitless virtual and digital production.
Ph. D.
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Allen-Robertson, James. "Digital culture industry: a history of digital distribution". Thesis, University of York, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.546806.

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Winterwood, Fawn Christine Phelps. "Literacy, identity, and digital youth culture understanding the cultural ecology of informal digital literacy practices /". Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1212410327.

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Watkins, Sean Edward. "Media Literacy and the Digital Age". Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242223666.

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Hartl, Eva [Verfasser]. "Organizational Culture in Digital Transformation : On the Objectives, Characteristics, and Implications of Digital Culture Change / Eva Hartl". Berlin : epubli, 2020. http://d-nb.info/1216752737/34.

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Nordström, Niklas. "Organizational culture in Slack : The relationship between organizational culture and digital collaboration tools". Thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72399.

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The purpose of this study was toexplore organizational culture in a digital context, so that a greater understanding of the relations between the two subjects could be developed. The interest for the subject came from reflections and observations obtained during a prior internship at a small organization using the digital collaboration platform Slack in their daily work. To answer the purpose of the study, one main research question; ‘What is the relationship between organizational culture and a digital communication platform as Slack?’ and two sub questions; ‘How is Slack used to solve problems with internal integration? and ‘How is Slack used to solve problems with external adaption?’ was formulated. The two sub questions came from an operationalization of Schein’s (2010, p.18) well used definition of organizational culture. By using the qualitative method netnography to study the behaviors and interactions of the members of a small organization through participating observations, in combination with the field notes and observations from the prior internship, the research questions were successfully answered. The results showed that Slack was used as a tool to maintain structure and order during problems with external adaption in form of a re-organization creating an unsecure time-period. Decrement in activity also showed that the usage of Slack was limited in time and easily could be exchanged, but that appreciated cultural rites and behaviors created from using it could live on outside of Slack. Results also showed that Slack successfully functioned as a tool to solve problems with internal integration. By allowing new members to efficiently come in contact with both the formal and informal cultural elements, the very essence of culture as in underlying assumptions was quickly taught. The efficiency of using Slack for internal integration was also shown to rely on a new possible problem in form of a disintegration between the private and work. The answer to the main research question was that Slack is an artifact, inhabiting other artifact, living in symbiosis with the organization. Even though Slack could help an organization to cope with problems of external adaption and internal integration, Slack on its own did not serve as a one single place for understanding and becoming a part of an organization and its culture, as the organization and culture still will live and develop outside of the digital medium.
Syftet med den här studien var att utforska organisationskultur i en digital miljö, så att en ökad förståelse för de två ämnena kunde utvecklas. Intresset för ämnet kom från observationer och reflektioner införskaffade under en tidigare praktik på en mindre organisation som använde den digitala plattformen Slack i sitt dagliga arbete. För att besvara syftet med studien formulerades en huvudsaklig forskningsfråga; ’Vad är relationen mellan organisationskultur och en digital plattform som Slack?’, och två sekundära frågor; ’Hur används Slack som lösning för problem med intern integration?’, och ’Hur används Slack för att lösa problem med extern anpassning?’. De sekundära frågorna kom från en operationalisering av Scheins (2010, p.18) väl använda definition av organisationskultur. Den kvalitativa metoden netnografi användes för att studera beteende och interaktioner mellan medlemmarna i en mindre organisation. Genom deltagande observationer i kombination med fältanteckningar och observationer från den tidigare praktiken kunde forskningsfrågorna framgångsrikt besvaras. Resultatet visade att Slack användes som ett verktyg för att behålla struktur och ordning under problem med extern anpassning, uppkomna till följd av en omorganisering av företaget. En minskning av aktiviteten i Slack visade att själva användandet av Slack är kopplat till en viss tidsperiod och enkelt kan bytas ut vid förändrat behov, men också att uppskattade beteenden och riter skapade genom användandet av Slack kan leva vidare utanför mediet. Resultatet visade också att Slack framgångsrikt fungerade som ett verktyg för att lösa problem med intern integration. Genom att låta nya medlemmar effektivt komma i kontakt med både formella och informella kulturella element kunde själva essensen av kultur, underliggande förgivettaganden, snabbt läras ut. Effektiviteten av att använda Slack för intern integrering visades också föra med sig ett eget potentiellt problem, en upplösning av gränsen mellan privat och arbete. Svaret på den huvudsakliga forskningsfrågan var att Slack är en artefakt, innehållandes andra artefakter, som lever i symbios med organisationen. Även om Slack kan hjälpa en organisation att hantera problem med extern anpassning och intern integrering, fungerar Slack inte som en ensam källa för att förstå och bli en del av en organisation och dess kultur, eftersom organisationen och dess kultur alltid kommer att leva vidare och utvecklas utanför det digitala mediet.
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Johnson, Robin Scott. "The digital Illusio: gender, work and culture in digital game production". Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/524.

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This dissertation analyzes gender in the commercial production of digital games. The purpose is to develop a detailed understanding of gender as it plays out among individuals who develop creative content and in the ideological constitution of the workplace, and to examine the ways in which these individuals participate in and make sense of the production of digital cultural products. The broad line of questioning attempts to provide detail and depth to how gender is organized, symbolized, and identified during the production a commercial game. The digital game industry and culture have constructed a strong fortress of androcentric ideas, practices, and experiences, and excluding women from digital media production by making entry into the social space unattractive preserves men's dominance of the field. To research the practices at play in the design of digital games, I conducted a case study using participant observation of the production of a digital game at a U.S. game development studio combined with primary document collection and in-depth interviews of workers who produce the game play, technical and artistic elements used in the creation of games in a team-based organization of labor. My analysis of the game studio worksite and culture revealed entrenched rituals, practices, and discourses of masculinity that produce and are reproduced by digital game workers. The organization of work in terms of space, organizational function and teamwork form decentralized layers of a network that are tightly controlled by the commercial production cycle. Each layer creates boundaries of inclusion and exclusion along multiple lines, including gender. Additionally, I examined how family socialization, the sexual division of labor in computer work and education, and passion for games idealize masculinity in the habitus of game workers. The habitus also structures working practices that are infused with masculinity based on technical proficiency. These working practices reproduce the gender dynamic of the social and symbolic space of the field. The studio's culture also constitutes a masculine symbolic space through inter-related discourses of masculine aesthetics, hegemonic masculinity, and science and technology. Implications for making the field of digital games more diverse and open are discussed.
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Cecil, Malcolm Kirk. "Simulation and the digital refiguring of culture". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0020/MQ29534.pdf.

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Cecil, Malcolm Kirk. "Simulation and the digital refiguring of culture". Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26726.

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This thesis elaborates on existing definitions and descriptions of simulation to develop an extended, inter-disciplinary concept of simulation that serves as an orienting model for the interpretation of culture. As cultural theory, simulation offers insights into the stabilization and propagation of cultural forms. Used descriptively, the metaphor of simulation throws into definition a cultural pattern of progressive formalization through increasingly sophisticated methods of abstraction. I find evidence of the pattern at many levels of analysis; metaphysical, social and micro-social, particularly at the level of the body. I use the speculative notion of the digital refiguring of culture to articulate this tendency towards abstraction through a parallel with the enhanced analytic and representational capacities of digital technology. I consider several actual and hypothetical ways that the computer figures in this process. I argue that the basis for cultural form is shifting away from the referential function of the body, as the abstract realm of mediated relations takes on greater importance in modern culture.
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Regan, Clarissa Madge. "The haunted mirror of contemporary digital culture". Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/14223.

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The written thesis examines the ramifications of new technologies upon the individual: from digitisation, the internet, mobile phones, closed circuit television cameras, electronic media, recording devices, simulacra and technological mediation. I particularly look at how these phenomena affect one’s own sense of subjectivity, of identity, time-space coordinates, the imagination and social relations. I take a sociological, cultural view of these phenomena - reaching back to the history of old media devices (such as magic lanterns), and tracing a path to the present day, in an attempt to uncover the essence of some of these drives. The growth in electronic archiving of one’s life is also considered as a form of temporal self-distance, an attempt to control time, and lend meaning and significance to life events. The replacement of the real with simulacra is also investigated. This thesis argues there is a metaphysical quest to both extend our powers and expand our consciousness. There is also a seeking of something other, that can be witnessed in the close connection with the supernatural and the uncanny of many of our communication devices, and that a key characteristic of the nature and impact of the internet and digitisation (uncovered particularly by my studio work) is that it becomes about a state of feedback, of acoustic resonance, as a consequence of its instantaneous nature. The studio component comprises a series of ceramic sculptures; mostly figurative works, interacting with found objects. The ceramic works are hand-built, coiled and slabbed, bisque fired and glazed. The found objects included items discovered at antique shops, charity stores and second hand stores. I’ve also used two-way mirrors in some of the installations. A number of my studio works touch upon narrative and fairy tales as an entry point to delve into the ideas discussed in the thesis.
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Libros sobre el tema "Digital culture"

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Digital culture. London: Reaktion Books, 2002.

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Digital culture. 2a ed. London: Reaktion, 2008.

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Allen-Robertson, James. Digital Culture Industry. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137033475.

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Understanding digital culture. Los Angeles: SAGE, 2011.

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David, Trend, ed. Reading digital culture. Malden, Mass: Blackwell, 2001.

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Giannini, Tula y Jonathan P. Bowen, eds. Museums and Digital Culture. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-97457-6.

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Festival Internacional de Linguagem Eletrônica (1st 2000 São Paulo, Brazil, etc.). Internet art: Digital culture. São Paulo: Paço das Artes, 2002.

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Geoff, Cox, Krysa Joasia y Lewin Anya, eds. Economising culture: On 'the (digital) culture industry'. New York: Autonomedia, 2004.

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Geoff, Cox, Krysa Joasia y Lewin Anya, eds. Economising culture: On 'the (digital) culture industry'. New York: Autonomedia, 2004.

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Byens digitale liv: Digital urban living. Aarhus: Ajour, 2012.

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Capítulos de libros sobre el tema "Digital culture"

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Giannini, Tula y Jonathan P. Bowen. "Digital Culture". En Museums and Digital Culture, 3–26. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-97457-6_1.

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Munawar, Nour A. "Digital culture". En Documentation as Art, 100–108. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003130963-11.

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Bay-Cheng, Sarah. "Digital Culture". En Performance Studies, 39–49. London: Macmillan Education UK, 2014. http://dx.doi.org/10.1007/978-1-137-46315-9_5.

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Crockett, Clayton y Jeffrey W. Robbins. "Digital Culture". En Religion, Politics, and the Earth, 1–16. New York: Palgrave Macmillan US, 2012. http://dx.doi.org/10.1057/9781137268938_1.

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Milton, John y Silvia Cobelo. "Digital Culture". En Translation, Adaptation and Digital Media, 74–111. London: Routledge, 2023. http://dx.doi.org/10.4324/9780429262012-4.

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Striphas, Ted Striphas. "7. Culture". En Digital Keywords, editado por Benjamin Peters, 70–80. Princeton: Princeton University Press, 2016. http://dx.doi.org/10.1515/9781400880553-009.

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Burkardt, Alina, Linda Schulz y Thorsten Petry. "Digital Culture Evaluation". En Handlungsraum Media Management, 115–26. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41520-4_5.

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Allen-Robertson, James. "Writing a Digital History with Digital Documents". En Digital Culture Industry, 11–38. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137033475_2.

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Ash, James. "Media and Popular Culture". En Digital Geographies, 143–52. 1 Oliver’s Yard, 55 City Road London EC1Y 1SP: SAGE Publications Ltd, 2019. http://dx.doi.org/10.4135/9781529793536.n13.

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Sulkowski, Lukasz. "University culture". En Managing the Digital University, 122–35. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003366409-11.

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Actas de conferencias sobre el tema "Digital culture"

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Uçak, Olcay. "Towards a Single Culture in Cross-Cultural Communication: Digital Culture". En COMMUNICATION AND TECHNOLOGY CONGRESS. ISTANBUL AYDIN UNIVERSITY, 2021. http://dx.doi.org/10.17932/ctcspc.21/ctc21.007.

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Culture is a multifaceted, complex process which consists of knowledge, art, morals, customs, skills and habits. Based on this point of view of Tylor, we can say that the culture is the human in the society, his learning styles and the technical or artistic products that originate from these learning styles, in other words, the content. In antropology it is argued that when the concept of culture is considered as a component in a social system, the combination of the social and cultural areas form the socio-cultural system. Approaches that handle culture within the socio-cultural system are functionalism (Malinowski), structural-functionalism (Radliffe-Brown), historical-extensionist (Kluckhohn, Krober), environmental adaptive (White), while the approaches that treat culture as a system of thought are cognitive (Goodenough), structural (Levi Strauss) and symbolic (Geertz) approaches. In addition to these approaches that evaluate cultures specific to communities, another definition is made according to the learning time: Margeret Mead, Cofigurative Culture. In order to evaluate today’s societies in terms of culture, we are observing a new culture which has cofigurative features under the influence of convergent technologies (mobile, cloud technology, robots, virtual reality): Digital Culture. This study aims to discuss the characteristics of the digital culture, which is observed after the theoretic approaches that define different cultures in cross-cultural communication (Hofstede’s Cultural Dimension and Cofigurative Culture) and called as network society by Manual Castells and accelerated during the Covid19 pandemic, in other words the common communication culture. Common cultural features will be studied through methods of semiology and text analysis upon digital contents which are starting to take hold of cross-cultural communication, a comparison between cross-cultural communication and communicative ecology will be made, the alteration in the cultural features of the society will be examined via visual and written findings obtained.
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Cirnu, Carmen elena y Nazime Tuncay. "METAPHORS IN DIGITAL GAME CULTURE". En eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-119.

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METAPHORS IN DIGITAL GAME CULTURE Nazime Tuncay, PhD. Ministry of Education, Youth and Sports, North Cyprus, drnazimetuncay@gmail.com, Carmen Elena Cirnu, PhD National Institute for Research & Development in Informatics Bucharest, Romania carmen.cirnu@ici.ro Abstract A nation's culture is in the soul of its digital games. In this century, nearly all of the teenagers use digital devices. Digital games play an innovative method in sharing global cultural awareness among the teenagers. What are the differences in students' choices of digital games? Is there a relation between students' digital game choices and their sex or their culture? How much digital games are indispensable for students? How much of their time they spend using digital machines? Most importantly what are their metaphors? Nonetheless, metaphors help people to talk about the inner thoughts and sometimes the unspeakable ones. This research study aims to find out Turkish and Romanian students digital game metaphors and the relationship of these with their cultural values. Online questionnaire was prepared in English language and translated to two different cultures native language: Turkish and Romanian. About 500 questionnaires were distributed to lyceum students, ages between 15 and 17, and students answered 400 questionnaires. As a result of this study, some of the students metaphors were not changing according to the culture and some were remarkably different. Differences about two different cultures digital games were explored, and reasoning has followed in the article. Keywords: Game Culture, Romanian Students, Cypriot Students, Metaphors Keywords: Game Culture, Romanian Students, Cypriot Students, Metaphors
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Barbuti, Nicola. "From Digital Cultural Heritage to Digital Culture". En the 1st International Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3240117.3240142.

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Sobandi, Bandi y Triyanto. "Digital Culture". En 3rd International Conference on Arts and Design Education (ICADE 2020). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210203.068.

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Nakatsu, Ryohei y Chamari Edirisinghe. "Artistic Communication Using Digital Media". En 2011 Second International Conference on Culture and Computing (Culture Computing). IEEE, 2011. http://dx.doi.org/10.1109/culture-computing.2011.43.

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Keller, Elizabeth J. "Tracing digital thyroid culture". En the 30th ACM international conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2379057.2379126.

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Mickel, Jason T. "Digital Culture and Information". En SIGITE '19: The 20th Annual Conference on Information Technology Education. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3349266.3351371.

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Oh, Je-Ho y Chung-Kon Shi. "Interactive Human: Seen through Digital Art". En 2013 International Conference on Culture and Computing (Culture Computing). IEEE, 2013. http://dx.doi.org/10.1109/culturecomputing.2013.58.

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Smith, Natalia y Anton Antonov. "DETERMINING THE DEGREE OF CULTURAL DISTANCE IN DIVERSITY MANAGEMENT". En III International Conference Technology & Entrepreneurship in Digital Society. Real Economy Publishing House, 2021. http://dx.doi.org/10.17747/teds-2020-33-35.

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In the process of transforming the priority of material and technical values to the paradigm of flexible thinking, communicative interaction becomes a new value, which is a vital competence in the integrative multicultural reality of the global world, where cultural diversity is recognized as a key value. Diversity management is now dominant in organizational management, the ability to focus on organizing behavior based on the interaction of all parties in an environment where many cultures are intertwined. The multidimensionality of the multicultural environment poses a challenge in determining the degree of cultural distance in an organization. This allows us to understand the similarities and differences between the host culture and the culture of foreign visitors and students, and to identify gaps and barriers to intercultural interaction and adaptation tools. It also calls for the formation of all actors in the educational process of the necessary knowledge and skills that contribute to their adequate orientation in belonging to their own culture and awareness of the influence of their value dominants in practical situations of intercultural communication. Thus, in organizational management, host Russian universities face the challenge of recognizing their own cultural paradigm and thinking.
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Hachimura, Kozaburo. "Digital Archives of Intangible Cultural Properties". En 2017 International Conference on Culture and Computing (Culture and Computing). IEEE, 2017. http://dx.doi.org/10.1109/culture.and.computing.2017.38.

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Informes sobre el tema "Digital culture"

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Giorcelli, Michela, Nicola Lacetera y Astrid Marinoni. Does Scientific Progress Affect Culture? A Digital Text Analysis. Cambridge, MA: National Bureau of Economic Research, enero de 2019. http://dx.doi.org/10.3386/w25429.

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Island Ark Project Team, Island Ark Project Team. Digital preservation of immaterial island culture in the face of climate change. Experiment, abril de 2014. http://dx.doi.org/10.18258/2415.

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Mattheis, Ashley A. Atomwaffen Division and its Affiliates on Telegram: Variations, Practices, and Interconnections. RESOLVE Network, abril de 2022. http://dx.doi.org/10.37805/remve2022.1.

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This research brief details findings from a recent collaborative project exploring different groups related to Atomwaffen Division (AWD) on Telegram. The brief provides an initial foray into understanding the digital communicative practices these AWD-related groups use to maintain their loose structure as a transnational, digitally networked extremist culture. Groups affiliated with the meta-brand of AWD are continuing to develop globally and building a transnational, digital networked culture, despite increased scrutiny. This indicates that their structure as a digitally networked, transnational culture provides resilience to traditional policy and law enforcement approaches. Addressing this threat requires insight into the practices that such groups use to interconnect their now multi-nodal, supranational organization.
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Zinn, Zach. Creating a Culture of Consent for Our Digital Future: A Conversation with Tawana Petty. Just Tech, Social Science Research Council, marzo de 2024. http://dx.doi.org/10.35650/jt.3066.d.2024.

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McQueenie, Jock, Marcus Foth, Warwick Powell y Greg Hearn. BeefLegends: Connecting the Dots between Community, Culture and Commerce. Queensland University of Technology, 2021. http://dx.doi.org/10.5204/rep.eprints.213769.

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This report highlights the role of the 3Cs – Community, Culture, Commerce, a project design methodology for customising social, business, research project partnerships. 3C is a leader in the intermediation and brokerage of mutually beneficial design. From 2018 – 2021, 3C was deployed as part of a collaborative research study between BeefLedger Ltd and QUT, co-funded by the Food Agility CRC. 3C created the community engagement component of that initiative, entitled Beeflegends; it is presented here as a case study. Here we describe how the 3C process contributes to social and digital inclusion in regional communities and can create new modes of engagement between those communities and regional industry.
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Christensen, MacKenzie. "Tindersluts" & "Tinderellas:" Examining Young Women's Construction and Negotiation of Modern Sexual Scripts within a Digital Hookup Culture. Portland State University Library, enero de 2000. http://dx.doi.org/10.15760/etd.6379.

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Erik Lyngdorf, Niels, Selina Thelin Ruggaard, Kathrin Otrel-Cass y Eamon Costello. The Hacking Innovative Pedagogies (HIP) framework: - Rewilding the digital learning ecology. Aalborg University, 2023. http://dx.doi.org/10.54337/aau602808725.

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The HIP framework aims to guide higher education (HE) teachers and researchers to reconsider and reflect on how to rethink HE pedagogy in new and different ways. It builds on insights from the report Hacking Innovative Pedagogy: Innovation and Digitisation to Rewild Higher Education. A Commented Atlas (Beskorsa, et al., 2023) and incorporates the spirit of rewilding and hacking pedagogies to inspire new professional communities focused on innovating digital education. The framework considers and guides the development of teachers’ digital pedagogy competences through an inclusive bottom-up approach that gives space for individual teacher’s agency while also ensuring a collective teaching culture. The framework emphasizes how pedagogical approaches can address the different needs that HE teachers and student communities have that reflect disciplines cultures and/or the diversity of learners. Only a framework mindful of heterogeneity will be able to address questions of justice and fair access to education. Likewise, in the spirit of rewilding, the framework should not be considered a static “one size fits all” solution. We aim for an organic and dynamic framework that may be used to pause and reflect to then turn back to one’s own teaching community to consider (learn from, listen to and respond to the teaching and learning of different communities). Therefore we plan that this framework will be a living document throughout the HIP-project’s lifetime.
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Goncharova, Oksana V. Methodological support of the educational process: digital control and evaluation tools for conducting current control and intermediate certification in the discipline "Tourism and sports orienteering" for students of the training direction 44.03.01 Pedagogical education, orientation (profile) Physical Culture. SIB-Expertise, octubre de 2023. http://dx.doi.org/10.12731/er0724.05102023.

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Digital control and evaluation tools for conducting current control and intermediate certification in the discipline "Tourism and sports orienteering" are intended for students of the training direction 44.03.01 Pedagogical education, orientation (profile) Physical Culture. The goal is to control the generated systematized knowledge in the field of teaching methods for the basics of sports tourism and orienteering.
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Contreras Salamanca, Luz Briyid y Yon Garzón Ávila. Generational Lagging of Dignitaries, Main Cause of Technological Gaps in Community Leaders. Analysis of Generation X and Boomers from the Technology Acceptance Model. Universidad Nacional Abierta y a Distancia, mayo de 2021. http://dx.doi.org/10.22490/ecacen.4709.

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Community and neighborhood organizations are in the process of renewing the organizational culture, considering technological environments in the way of training, and advancing communally, being competitive in adaptation and learning, creating new solutions, promoting change, and altering the status quo, based on the advancement of technology over the last few years, currently applied in most organizations. The decisive factor is the ability of true leaders to appropriate the Technological Acceptance Model –TAM– principles, participating in programs and projects, adopting new technologies from the different actors involved, contributing to the welfare of each community. There is, however, a relative resistance to the use of technology as support in community management, due to the generational differences in leaders and dignitaries, according to collected reports in this study, in relation to the age range of dignitaries –Generation X and Baby Boomers predominate–. They present a challenge to digital inclusion with difficulties related to age, cognitive, sensory, difficulty in developing skills, and abilities required in Digital Technologies, necessary to face new scenarios post-pandemic and, in general, the need to use technological facilities.
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McIntyre, Phillip, Susan Kerrigan y Marion McCutcheon. Australian Cultural and Creative Activity: A Population and Hotspot Analysis: Albury-Wodonga. Queensland University of Technology, 2020. http://dx.doi.org/10.5204/rep.eprints.206966.

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Albury-Wodonga, situated in Wiradjuri country, sits astride the Murray River and has benefitted in many ways from its almost equidistance from Sydney and Melbourne. It has found strength in the earlier push for decentralisation begun in early 1970s. A number of State and Federal agencies have ensured middle class professionals now call this region home. Light industry is a feature of Wodonga while Albury maintains the traditions and culture of its former life as part of the agricultural squattocracy. Both Local Councils are keen to work cooperatively to ensure the region is an attractive place to live signing an historical partnership agreement. The region’s road, rail, increasing air links and now digital infrastructure, keep it closely connected to events elsewhere. At the same time its distance from the metropolitan centres has meant it has had to ensure that its creative and cultural life has been taken into its own hands. The establishment of the sophisticated Murray Art Museum Albury (MAMA) as well as the presence of the LibraryMuseum, Hothouse Theatre, Fruit Fly Circus, The Cube, Arts Space and the development of Gateway Island on the Murray River as a cultural hub, as well as the high profile activities of its energetic, entrepreneurial and internationally savvy locals running many small businesses, events and festivals, ensures Albury Wodonga has a creative heart to add to its rural and regional activities.
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