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32.
The relationship between video game use, Internet use, addiction, and subjective well-being
by Molinos, Martin, M.S.W.  California State University, Long Beach. 2016: 62 pages; 10150586.
33.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
35.
Adaptive Video Transmission over Wireless Channels with Optimized Quality of Experiences
by Chen, Chao, Ph.D.  The University of Texas at Austin. 2013: 193 pages; 3690944.
37.
Investigating a Model Using Video Stories for Professional Development for Algebra Teachers of Low SES Minority Students
by Leslie, Joyce, Ed.D.  Rutgers The State University of New Jersey, School of Graduate Studies. 2019: 419 pages; 27540677.
38.
The Dynamics of Rewards and Punishments in Video Games: A Content Analysis
by Craighead, Britney Nicole, M.A.  University of California, Santa Barbara. 2016: 74 pages; 10159655.
39.
Understanding "Just Enough" computer users: Motivation style and proficiency
by King, Harriet C., M.S.  Michigan Technological University. 2012: 240 pages; 1534047.
40.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
43.
Competency model for VRS interpreters
by Oldfield, Norma Lee, Ph.D.  Capella University. 2009: 147 pages; 3359603.
46.
The Effects of Viewing Violent Video Games on Willingness to Intervene in a Sexually Violent Bystander Scenario
by Mckenzie, Laken Cheyenne, M.S.  University of Louisiana at Lafayette. 2018: 66 pages; 10845892.
47.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
48.
49.
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.
50.
Understanding and Assessing Expertise in Culturally Agile Pedagogies (CAPs)
by Dunford, Willie Charles, Jr., Ed.D.  University of California, Berkeley. 2018: 233 pages; 10930268.
51.
52.
Navigating Video Using Structured Text
by Pavel, Amy, Ph.D.  University of California, Berkeley. 2019: 107 pages; 13886327.
53.
The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences
by Hewett, Katherine Joan Evelyn, Ph.D.  Texas A&M University - Corpus Christi. 2016: 288 pages; 10243481.
54.
Ergodic ontogeny: Influences of interactive media on identity
by Cole, Sara Mae, Ph.D.  University of Maryland, Baltimore County. 2013: 354 pages; 3609856.
57.
Interactivity, Interdependence, and Intertextuality: The Meaning of Video Games in American Civil Society
by McKernan, Brian, Ph.D.  State University of New York at Albany. 2013: 283 pages; 3591689.
58.
60.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
31 - 60 of 45792 displayed.
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