475,072 papers on Academia.edu
Noel Carroll
Imagination is more important than knowledge. For while knowledge defines all we currently know and understand, imagination points to all we might yet discover
Sat 21 November at 03:18 PM
Tanya Sandoval
is excited for the first beam splashes from the Large Hadron Collider!
Sat 21 November at 02:58 PM
Gregory F. Tague
1. Publisher says ORIGINS OF ENGLISH DRAMATIC MODERNISM, 1870-1914 is now with printers - January 2010 publication. 2. Second Pushcart nomination.
Sat 21 November at 01:43 PM
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People who have Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes as a research interest
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- Virtual Design Studio
- Visual Neuroscience
- Collaboration
- Computer Literacy
- Virtual Environments
- Web Technologies
- Information Visualization
- Ubiquitous Computing
- Design
- Game Theory
- Education
- Evaluation Research
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Information/Communication Technologies and Development
- Instructional Technology
- Memory
- Cognitive Science
- Psychotechnology / Technopsychology
- Social Construction of Technology
- Social Justice
- Social Networks
- Virtual Schooling
- Visual Culture in Education
- Visual Culture
- Visual perception
- Visualization
(More)
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- Behavior (Behaviour)
- Design
- Edupunk
- Experience Design
- Experimental games
- Game Accessibility
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Serious Games
- Video games and learning
(More)
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- Africana
- Anthropology
- Pacific Island Studies
- Art
- Art History
- Bureaucracies & bureaucratic workers
- Comparative Perception
- Virtual Worlds
- Diversity
- Emotional intelligence
- Employability
- Film Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Globalization
- Graphs Theory
- Heuristics
- Human Resource Development
- Humanities
- Imagology / Image Studies
- Indo-european language reconstruction
- Innovation
- Conflicts Between Creation Practices and Innovation Practices
- Dialectic Innovation--opposings of innovations that spawn new innovations
- Idea Wave and Global Cascade Processes of Innovation
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Studied in Particular Domains--art, science, politics, porno, cooking, theology, etc.
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Investigating the Petty Levels of Innovation that Famous Corporations Settle For
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- Material Culture Studies
- Transnationalism
- Cultural Memory
- Music
- Open Access
- Organizational Culture
- Organizational Theory
- Personality
- Philosophy
- Public PolicyStudies
- European integration
- Popular Culture
- Posthumanism
- Practice theory
- Project Management
- Psychology
- Quality Management
- Quantity Surveying
- Renaissance Studies
- Research Methodology
- Situation awareness
- Social Philosophy
- Social Sciences
- Sociology
- Collective Behavior
- Community Informatics
- Cultural Sociology
- Cultural Studies
- Economic Sociology
- Future Studies
- Historical Sociology
- Industrial Sociology
- Interactionism
- Measuring the Competitive Explanatory Powers of: Sociology, Psych, PolySci, Anthro, Social Physics
- Non-Linear System Social Dynamics & Simulations
- Person-alness of Social Things & Social-ness of Persons
- Political Sociology
- Popularity Dynamics, Kinds, Causes, Evolution, Ecosystems, Markets
- Program Evaluation
- Public Sociology
- Pure Sociology
- Research Methods and Methodology
- Self and Identity
- Definitions of Adulthood: undoing socialization effects, demystifying roles, making one's self
- Kinds of & Theories of: Selves--what are they, are they one or many
- Self-ness Excesses--Measurement of--too much, too little, too imbalanced, too balanced
- Self-ness Profiles: being a self across plural media, cultures, relations, frames
- Social Identity
- Social identity processes
- The Identity Prison--identities as cutting off most of the world = harmful narrownesses
- The Self of Groups
- The Special Case of Self-less Selves: in service, monatery, abuse, theatre state polities like Japan & Tonga & Bali
- Social Change
- Social Indexing: Mechanisms, Measurements of, Kinds, Impacts & Effects
- Social Movements
- Social Networks
- Social Physics
- Social Psychology
- Social Theory
- Sociology of Emotion
- Sociology of Work
- The Sociality, Sociology, Socio-Tech of Events and Vice Versa
- The Sociology of Social: Thinking, Theories, Practices, Eras, & Genres
- The Sociology, Sociality, Socio-Tech of Truth and Vice Versa
- Urban Studies Or Urban Sociology
- Visual Sociology
- States
- Sustainability
- Technology
- Training and Development
- Visual Studies
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- Architecture
- Video Games
- Virtual Reality
- Heritage Visualization
- Interaction Design
- Participatory Design
- Instructional Design
- Experimental games
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- ICT Educational design
- Intangible cultural heritage
- Intermedia
- Philosophy
- Vernacular Architecture
- Visual Culture in Education
- Visual Culture
- Visualization
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- Art Theory
- Arts Education
- Artificial Life
- Intercultural Communication
- Media Studies
- Propaganda
- Publishing
- Rhetoric
- Media Literacy
- Computer Science
- Countercultural studies
- Critical Utopics
- Cultural Politics
- Identity politics
- Culture & Heritage Informatics
- Cybercrimes
- Cybernetics
- Drugs And Addiction
- Game Theory
- Gambling Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Gender and Sexuality
- Gerontology
- History of concepts
- History of Technology
- Image Science
- Intercultural Performance
- Jean Piaget
- Labour Process
- Discourse Analysis
- Critical Legal Theory
- Social Security Law
- Marxism
- Mass Communication
- Media Art
- Metacognition and its development
- Multimedia
- Music and Politics
- Popular Music
- Open Access
- Open Journal
- Organizational Culture
- Philosophy
- Cultural Policy
- Public PolicyStudies
- Political communication
- Political Science
- Popular Culture
- Posthumanism
- Poststructuralism
- Praxis
- Propaganda & Indoctrination Studies
- Cognitive Science
- Political Psychology
- Qualitative methodology
- Rhetoric and Public Culture
- Rhetoric and Social Theory
- Rhetorical Invention
- Risk Governance
- History and Philosophy of Science
- Science Communication
- Science Policy
- Serious Games
- Social Justice
- Social Philosophy
- Social Problems
- Sociology
- Technology
- Textual Criticism
- Transdisciplinarity
- Video games and learning
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- Advertising
- Contemporary Art
- Communication
- Video Games
- Computer Graphics
- Human Computer Interaction
- Computers in graphic design
- Consumer Behaviour
- Interaction Design
- Film Studies
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Multiplayer Online Games
- Graphic design history
- Media Art
- Media Design
- Popular Culture
- Technology
- Video
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- Academic Development
- Sensory Neuroscience
- Virtual Worlds
- Knowledge Structures
- Collaboration
- Location-based media
- Computer-mediated communcation
- Computer Science
- Character Design
- Computer Aided Design
- Design education
- Design Methods
- Design practice
- Design Research
- Design Support
- Design Theory
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Design Sneakinesses--unplanned second order effects of designs
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Game Design
- Interaction Design
- Participatory Design
- Digital Journalism
- CMS
- Educational Technology
- Web 2.0
- Elearning
- Virtual Worlds
- Teaching English as a Second Language
- Engineering
- Experimental games
- Eye tracking
- Fuzzy set theory
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- GPS Applications
- Graphic Design
- Intelligence
- International Education
- Internet science
- Languages and Linguistics
- Learning and Teaching
- Situated Learning
- Mass Communication
- Mathematical Programming
- Media Design
- Mobile Technology
- Multimedia
- Non-formal Education
- Online Instruction
- Open Access
- Open Journal
- Play
- Popular Education
- Associative Learning and Memory
- Category Learning
- Cognition and Assocaition
- Cognitive development
- Mental Representation
- Affect & Arousal
- Cognitive development
- Cognitive Modeling
- Computational Modellng
- Distributed Cognition
- Game Theory
- Learning & Memory
- Reading Habits/Attitudes
- Real Time Computing
- Research Methodology
- Editing of Journals
- Broadcast & Multimedia Technology
- Wireless Systems
- Sensor
- Serious Games
- Simulation in language learning
- Student Centered Learning
- Techno-information literacy
- TESOL
- Children's Literature
- User Education
- User Experience (UX)
- Video learning in the classroom
- Vocabulary
- Web Design
- Accessibility
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Word and Image Studies
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- Academic Freedom
- Collective Intelligence
- New Media
- Digital Media
- Rhetoric
- Community Development
- Community Engagement & Participation
- MOODLE
- Virtual Worlds
- Critical Pedagogy
- Digital Humanities
- Curriculum Studies
- E-learning
- Educational Technology
- Higher Education
- Informal Learning
- Information & Communication Technology
- Lifelong Learning
- Experimental games
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Digital rhetoric
- Learning and Teaching
- Mobile Media
- Participatory Media
(More)
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- Human Computer Interaction (HCI)
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
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- Death Studies
- Didactics
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Management Learning
- Dance/Movement Therapy
- Philosophy
- Play
- Professionalism
- Sport, Physical Education, & Exercise Science
- Yoga
(More)
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- Publishing
- Computer Science
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Web Design
(More)
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- Academic Development
- Animation
- Computer Science
- Economics
- Engineering
- Film Theory
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- English Literature
- Mathematics
- Blogs
- Cinema (Celluloid and Digital)
- Innovation
- Robotics
- Web 2.0
(More)
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- Business
- Media Studies
- New Media
- Computer Science
- Androgagy
- Curriculum Design
- Distance Education
- E-learning
- Educational Technology
- Instructional Design
- Instructional Systems Technology
- Knowledge Management
- Learning Sciences
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Gerontology
- Multimedia
- Psychology
- E-learning
- Theatre Studies
(More)
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- Anthropology Of Technology
- Mythology
- Psychological Anthropology
- Social Anthropology
- American Studies
- Asian Studies
- Japanese Studies
- Art Economics and Markets
- Art Events--mass multi-art workshop composition events
- Art for Emotion Management in Business
- Art Theory
- Digital Media
- Event Art--mass many-art workshop/composition events
- Bioinformatics
- Bioinformatics
- Evolutionary Biology
- Medical Statistics / Biostatistics
- Arts Administration (As A Subfield Of Business Administration)
- Business Administration
- Business Culture--using/inventing/fixing/evolving
- Entrepreneurship
- Finance
- Information Systems
- Knowledge & Creativity Management
- Management
- Marketing
- Cultural Games around the word "Strategic" in Businesses
- Global National Account Imbalances & Declining Powers
- Social Automatons & their Strategic Properties
- The MBA Subculture & Its Economic Instabilities
- Alternatives to Prose, Updating this ancient interface
- Intercultural Communication
- Interpersonal Communication
- Media and Cultural Studies
- New Media
- Organizational Communication
- Basic Daily Social Interaction as Performances
- Management/Leadership as Performing arts
- Social and Cogntive Psych of Thrilling Audiences
- PR and Advertising
- Civilizational Collapses as Non-Linear System Avalanche Events
- Evolutionary Dynamics in Brains generating Thought
- Evolutionary Dynamics in Human & Animal Cultures
- Evolutionary Engineering of Self Evolving Evolutionary Algorithms
- Genetic Algorithms Updated by Latest Bio Algorithm in Real Life Findings
- Levels of Selection Mechanisms for Emergence of all Life, Brain, Complex Behavior in Universe
- Simulating Consciousness in Alife Systems
- Social Automata--new forms of face-to-face-ness
- Algorithms
- Artificial Intelligence
- Computer And Society
- Computer-Based Learning
- Semantic Web Technologies
- Computing In Social Sciences, Arts And Humanities, Professions
- Human Computer Interaction
- Parallel Computing
- Programming Languages
- Quantum Computing
- Software Engineering
- Theory Of Computation
- Digital Media, Device, and Software Interface Design
- Event design
- Fashion design
- Ecology
- Creativity studies
- E-learning
- Education Innovation and Ventures
- Educational Leadership
- Knowledge Management
- Scholarship of Teaching and Learning
- Quality Assurance Engineering
- Software Engineering
- Excellence Science
- Image Menus for Designs--gender, era, power, wealth, trendiness, celebrity
- The Everyday Performer Locus of Design
- The Micro-jecting of Global Images/Trends Locus of Design
- Values Sourcing of Fashion Components--green design, child-labor-less designs
- Cross-Culture Game Story Plotting & Pathing
- Indigenous Health
- Installation Art
- Critical Theory
- Literary Criticism
- A New Industry: The Publishing Of Structural Readings Of Texts
- American Literature
- Educational Research
- Post Modern Literature
- Teaching and Learning
- A New Industry: the Publication of Reading Types of Works
- Alternatives to Prose--visually evident point count, names. orderings
- Assessing Amount/Kinds of Creativity of New Forms/Genres/Plots/Publications
- Audience/Reader Participation in Composing: Composings as Performances
- Bloggings, Social Webbings, & Other Emergent Writing/Reading Forms
- Challenges to All Writing--audience exhaustion with: plots, heroics, extremes (to sell of sex, violence),
- Cognitive & Social Psych of Alternative Ways to Compose
- Composing Point Geometries & Structures Behind Prose Forms
- Creative Nonfiction
- Fiction Writing
- Genre Blends and Embeddings
- Genre Inventions and Inventings
- Measures/Ratings of the Novelty of Plots, Characters, Imagery, Emotions Evoked of Works
- Media Blends and Embeddings
- New Ways to Compose: Group & Social Automata, Web-Distributed
- Non Fiction Writing
- Parallel Release of Alternative Versions of the Same Story/Movie/Game
- Poetry Composition
- Re-Writings of Prior Works: same macro-structure re-imaged/re-expressed
- Reality Fictions--messing up traditional mythic plot and genre sequence elements
- Redefinition of Prose: Unfreezing Punctuation, Grammar, Sentencing
- Screenwriting
- Video Game Versions of Genres and Genre Versions of Video Games
- Web Enabled/Inspired New Ways to Compose: Wiki, Blog Summaries, etc.
- Self Funding Micro Institution Development
- Allocating Functions: Depts., Processes, Events, Web-asynch/synch
- Bio-Sense Replacing Mechano-Sense, Biologic Org Forms
- Institutional Forms as Libraries from which Teams as Pulled
- Social automata theory and practice
- Audience as Composer-Performers Events
- Improv Conversation Dramas
- Aesthetics
- Applied Philosophy
- Buddhist Philosophy
- Chinese Philosophy
- Japanese Philosophy
- Experimental philosophy
- Phenomenology
- Philosophy Of Mind
- Philosophy Of Science
- Philosophy of Technology
- Political Philosophy
- Pop Culture and philosophy
- Quantum Physics
- Policy Analysis/Policy Studies
- Political Philosophy
- Public Administration
- Applied Psychology
- Cognitive Psychology
- Cognitive Science
- Creativity studies
- Educational Psychology
- Emotion
- Evolutionary Psychology
- Intrapersonal Communications
- Neuropsychology
- Organizational Psychology
- Personality Psychology
- Positive Psychology
- Quantitative Psychology
- Social Psychology
- Quality Management
- Boundary Ethics of Mythic Belonging: Tribal, Us-ness, Identity, Saved/Heathen
- Cognitive, Affective, Social Capabilities Fostered by Mythic Rites & Forms
- Qualitative methodology
- Cultural Sociology
- Cultural Studies
- Assessing Cultures via Traits, Dimensions, Coherence, etc.
- Blending, Fusing, Mixing Various Culture Types
- Cross-Culture Phenomena---morality, transfer of practices across cultures, info frame changes thru cultures,
- Culture Disasters---the great and brilliant made fools of by culture
- Improving (Strengthening, Balancing etc.) Cultures
- Intercultural Communication
- Inventing and/or Founding Entirely New Cultures
- Measuring Cultures---strength, health, neurosis, permeability, persistence power,
- The Culture of Technologies and Interfaces
- The Iceberg Effect---culture power from automated unconscious self contents beyond awareness
- The Shallowness Effect---culture "settings" changed by simple trainings
- Theory of What Is a Culture and What a Culture Does
- Transplanting Leadership and Other Practices across Cultures
- Future Studies
- Human Ecology
- Media Sociology
- Self and Identity
- Definitions of Adulthood: undoing socialization effects, demystifying roles, making one's self
- Kinds of & Theories of: Selves--what are they, are they one or many
- Self-ness Excesses--Measurement of--too much, too little, too imbalanced, too balanced
- Self-ness Profiles: being a self across plural media, cultures, relations, frames
- The Identity Prison--identities as cutting off most of the world = harmful narrownesses
- The Self of Groups
- The Special Case of Self-less Selves: in service, monatery, abuse, theatre state polities like Japan & Tonga & Bali
- Social Change
- Butterfly, Threshold, Last Straw Effects in Social, Institutional, Personal Change
- Diverse Particular Models of Creativity found in Societies, Institutions, Persons Changing
- Ecosystem Dynamics in Social, Institutional, & Personal Change
- Educative Social Change Mechanisms/Groups--the West's bias for political means violated
- Fractal Patterns in Social, Institutional, Personal Change
- Kinds of Leadership--taking credit for changes or starting/guiding them
- Measuring Change Degrees--appearance or reality or relativity (frameworks) of change
- Natural Selection Style Evolution Processes in Societies & Institutions & Persons
- Non-Lineary System Dynamics Avalanche Events in Societies, Institutions, Persons
- Social Automata Models of Social Processes of Establishment and Change
- Social Revolution Studies
- Symbol & Conscious Awareness as Change Accelerants
- Social Movements
- Social Psychology
- Social Theory
- Sociology of Education
- Sociotechnical Systems
- Innovation
- Web 2.0
- Wikis
- Cognitive & Social Psych of Thrilling Audiences
- Design
- City-fications: How We Urbanize Places We Are
- 3D TV, Magazine Ads, Theatres & New Viewings/Composings
- Web Design
- The Femininity of Creativity & Productivity
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