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91.
Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games
by Johnson, Jay, Ph.D.  The University of Wisconsin - Milwaukee. 2018: 274 pages; 10931461.
92.
How a Professional Services Firm Has Adapted Learning for the New Digital Age
by Fanning, Bridget A., Ed.D.  University of Pennsylvania. 2019: 285 pages; 13904053.
94.
Tongue, Nib, Block, Bit: Rhetorical Delivery and Technologies of Writing
by McCorkle, Warren Benson, Jr., Ph.D.  The Ohio State University. 2005: 246 pages; 10834919.
95.
The complexities of leading virtual teams: A phenomenological study
by Van Pelt, Summer, Ph.D.  University of Phoenix. 2009: 156 pages; 3394316.
96.
98.
The generative impact of online critiques on individual art practice
by Im, Sang-Bin, Ed.D.C.T.  Teachers College, Columbia University. 2011: 389 pages; 3448032.
100.
Assessing and increasing Z-width of haptic displays with active electrical damping
by Weir, David W., Ph.D.  Northwestern University. 2008: 178 pages; 3303734.
101.
102.
A Burkean analysis of “World of Warcraft”: Identity work in a virtual environment
by Boone, George William, M.A.  Villanova University. 2008: 147 pages; 1454169.
103.
Alternative sampling and analysis methods for digital soil mapping in southwestern Utah
by Brungard, Colby W., M.S.  Utah State University. 2009: 283 pages; 1470183.
104.
Pedagogical practices in a virtual world: An ethnographic and discourse analysis approach
by Stoerger, Sharon M., Ph.D.  Indiana University. 2010: 246 pages; 3408098.
106.
Trauma, history, and constructed identity: The mutation of site from the physical to the virtual realm
by Altman, Lauren, M.A.  Sotheby's Institute of Art - New York. 2012: 89 pages; 1514963.
107.
MMO gaming culture: An online gaming family
by Perez, Michael, M.A.  Florida Atlantic University. 2015: 101 pages; 10096029.
108.
The shojo within the work of Aida Makoto: Japanese identity since the 1980s
by Hartman, Laurel, M.A.  San Jose State University. 2016: 137 pages; 10169581.
110.
111.
Communication and curation: Embodied meaning and praxis
by Swartz, Jeremy David, Ph.D.  University of Oregon. 2016: 292 pages; 10193659.
112.
Videocy/idiocy: I am in that weird part of YouTube
by Loy, Amy K., M.A.  California State University, Long Beach. 2014: 121 pages; 1591584.
113.
A Security Visualization Analysis Methodology for Improving Network Intrusion Detection Efficiency
by Freet, David Nathan, Ph.D.  Indiana State University. 2017: 148 pages; 10261868.
115.
Easigami: Virtual Creation by Physical Folding
by Huang, Yingdan, Ph.D.  University of Colorado at Boulder. 2012: 121 pages; 3549202.
116.
The Teacher and the Trowel: Engaging Students in the Classroom through Archaeology
by Frees, Jamie Skylar, M.A.  Northern Arizona University. 2014: 131 pages; 1556506.
118.
Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360°
by Durnell, Linda A., Ph.D.  Fielding Graduate University. 2018: 157 pages; 10747522.
119.
A framework for concept validation in design using digital prototyping
by Arastehfar, Soheil, Ph.D.  National University of Singapore (Singapore). 2015: 153 pages; 10006081.
120.
Building personal wellness communities: Meaningful play in the everyday life of a network society
by Wang, Hua, Ph.D.  University of Southern California. 2010: 296 pages; 3434556.
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