Results

Looking for more? ProQuest® Dissertations & Theses has additional dissertations and theses.
16793 open access dissertations and theses found for:
if(Video games)  »   Refine Search
121.
Sacred space evaders religious hegemony in gaming journalism
by Perreault, Gregory P., Ph.D.  University of Missouri - Columbia. 2015: 209 pages; 10182610.
122.
Cinema 3.0: How digital and computer technologies are changing cinema
by Daly, Kristen M., Ph.D.  Columbia University. 2008: 265 pages; 3305212.
123.
Studies on Error Control of 3-D Zerotree Wavelet Video Streaming
by Zhao, Yi, Ph.D.  The Ohio State University. 2005: 136 pages; 10834938.
124.
Dynamically Adapting Games Using Vanity and Actionable Analytics to Increase Session-Level Retention
by Harrison, Brent E., Ph.D.  North Carolina State University. 2014: 164 pages; 3647576.
125.
126.
127.
128.
Producing as a listener: A choric approach to video as a medium of invention
by Alaei, Bahareh B., M.A.  California State University, Long Beach. 2014: 127 pages; 1526888.
129.
Transformative Ritual: Video Art at the Jewish Museum and the Museum of Modern Art in New York
by Gandelman, Jaron, M.A.  The American University of Paris (France). 2011: 76 pages; 10305728.
130.
Pricing decisions in trade-in programs
by Ghuloum, Mohammad, Ph.D.  Indiana University. 2015: 112 pages; 3705484.
131.
Avatar creation in online virtual worlds: A uses and gratifications perspective
by Lin, Hsin, M.A.  State University of New York at Buffalo. 2013: 67 pages; 1534529.
132.
Beyond dynamic textures: A family of stochastic dynamical models for video with applications to computer vision
by Chan, Antoni Bert, Ph.D.  University of California, San Diego. 2008: 291 pages; 3331461.
133.
Cultivating 21st century competencies in a virtual worlds learning environment
by Smith, Terry K., Ed.D.  Pepperdine University. 2011: 167 pages; 3478529.
135.
Effect of digital game based learning on ninth grade students' mathematics achievement
by Swearingen, Dixie K., Ph.D.  The University of Oklahoma. 2011: 169 pages; 3454028.
136.
Interactive visual prototyping of computer vision applications
by Maynes-Aminzade, Daniel, Ph.D.  Stanford University. 2008: 105 pages; 3332995.
138.
Learning for the next generation: Predicting the usage of synthetic learning environments
by Evans, Arthur William, III, Ph.D.  University of Central Florida. 2010: 103 pages; 3415062.
139.
The effects of a humorous instructional video on motivation and learning
by Aagard, Hans Peter, Ph.D.  Purdue University. 2014: 220 pages; 3686812.
140.
Unnecessary roughness: Viral video, circulation, and proof in the Ray Rice case
by Booker, Elizabeth Grace, M.A.  The University of North Carolina at Charlotte. 2016: 73 pages; 10118020.
141.
My second word was “game”
by Eklow, Joshua Ryan, M.F.A.  The University of Iowa. 2011: 34 pages; 1495672.
142.
Optimization of a Preconception E-intervention for Marijuana Use
by Graham, Amy E., M.A.  Wayne State University. 2018: 73 pages; 10931721.
144.
Enhancing parents' knowledge of Eating Disorders in a primary care setting
by Smith, Karen Reichel, Ph.D.  State University of New York at Binghamton. 2014: 202 pages; 3630985.
146.
The Panhellenic Project: Assessing learning engagement using Web 2.0 technologies
by Carter, Cheryl A., Ed.D.  Pepperdine University. 2008: 167 pages; 3330961.
147.
Simplifying algorithm learning using serious games
by Shabanah, Sahar Siraj, Ph.D.  George Mason University. 2010: 240 pages; 3407063.
148.
Advantages, Disadvantages, and Experiences of One-to-One Technology in the Classroom
by Keller, Camilla K., M.Ed.  Minot State University. 2018: 105 pages; 10932032.
121 - 150 of 16793 displayed.
« First < Previous |   2    3    4    5    6    7    8    9    10    11    12   Next >
Copyright © 2019 ProQuest LLC. All rights reserved. Terms and Conditions Privacy Policy Cookie Policy
ProQuest