Graphics Programs Reference
In-Depth Information
Sykes, J. (2008).
A dynamic approach to social interac-
tion: synthetic immersive environments and Spanish
pragmatics
. Unpublished doctoral dissertation. University
of Minnesota, Minneapolis.
Thies, K. M. (1999). Identifying the Educational
Implications of Chronic Illness in School Chil-
dren.
The Journal of School Health
,
69
, 392-397.
doi:10.1111/j.1746-1561.1999.tb06354.x
Symons, J., & Stenzel, C. (2007). Virtually borderless:
An examination of culture in virtual teaming.
Journal of
General Management
,
32
(3), 1-17.
ThinkBalm, Inc. (2009, May 26).
ThinkBalm Immersive
Internet Business Value Study, Q2 2009
. Retrieved June 26,
2009 from http://thinkbalm.files.wordpress.com/2009/05/
thinkbalm-immersive-internet-business-value-study-
final-5-26-092.pdf
System Requirements. (2009, June 3). In
Second Life
.
Retrieved June 3, 2008 from http://secondlife.com/sup-
port/sysreqs.php
Thomas, D., & Brown, J. S. (2008).
Why virtual worlds can
matter
. Retrieved from http://ssrn.com/paper=1300470.
Szekely, G., Brechbuhler, C., Dual, J., Enzler, R., Hug, J.,
& Hutter, R. (2000). Virtual Reality-Based Simulation of
Endoscopic Surgery.
Presence (Cambridge, Mass.)
,
9
(3),
310-333. doi:10.1162/105474600566817
Thompson, H. M., & Henley, S. A. (2000).
Fostering
Information Literacy: Connecting National Standards,
Goals 2000, and the SCANS Report
. Englewood, CO:
Libraries Unlimited.
Taber, N. (2008). Emergency response: E-learning for
paramedics and firefighters.
Simulation & Gaming
,
39
(4),
515-527. doi:10.1177/1046878107306669
Thorne, S., & Payne, J. S. (2005). Evolutionary trajectories,
internet-mediated expression, and language education.
CALICO Journal
,
22
, 371-397.
Tapscott, D., Lowy, A., & Ticoll, D. (1998).
Blueprint
to the digital economy: Creating wealth in the era of e-
business
. New York: McGraw-Hill Professional.
Thorne, S. L. (2003). Artifacts and cultures-of-use in
intercultural communication.
Language Learning &
Technology
,
7
(2), 38-67.
Taylor, T. (2006).
Play between worlds: Exploring online
game culture
. Cambridge, MA: The MIT Press.
Thorne, S. L., Black, R. W., & Sykes, J. (2009). Second
language use, socialization, and learning in internet com-
munities and online games.
Modern Language Journal
, 93.
Taylor, K., & Chyung, S. Y. (2008). Would you Adopt
Second Life as a Training and Development Tool?
Perfor-
mance Improvement
,
47
(8), 17-25. doi:10.1002/pfi.20019
Thorne, S. L. (2008). Transcultural communication in open
Internet environments and massively multiplayer online
games. In Magnan, S. (Ed.),
Mediating discourse online
(pp. 305-327). Amsterdam: John Benjamins.
Taylor, R. P. (Ed.). (1980).
The Computer in the School
,
Tutor, Tool, Tutee: Teachers College Press.
Teaching in the knowledge society - edited by antonio
cartelli.(2007).
British Journal of Educational Technol-
ogy, 38
(4), 762-763.
Thorne, S. L. (2000). Beyond bounded activity systems:
Heterogeneous cultures in instructional uses of persistent
conversation.
Proceedings of the thirty-third annual
Hawaii international conference on system sciences
(pp.
1-10). IEEE Computer Society, Los Alamitos, CA, 1-10.
Thalmann, D. (2001). The role of virtual humans in virtual
environment technology and interfaces. In Earnshaw, R.,
Guedj, R., & Vince, J. (Eds.),
Frontiers of human-centred
computing, online communities and virtual environments.
New York: Springer
. Berlin, Heidelberg.
Thune, T., & Welle-Strand, A. (2005). ICT for and in
internationalization processes: A business school case
study.
Higher Education
,
50
(4), 593-611. doi:10.1007/
s10734-004-6368-7
The Irydium project virtual lab (2000). Retrieved from
http://ir.chem.cmu.edu/ irproject/
Search WWH ::
Custom Search