Filter by selecting one or more of the following keywords...
Computers (Digital Audio), Digital music and sound (Music Notation and its Structure), Digital sound and music, Ear-nose-throat (Psychoacoustics), Signal processing of sound
Computer Games, Digital Art and Culture, Augmented reality (media facades, mobile applications, Smart Cities, Urban media), Digital Media, Digital and physical spaces (New interaction technologies, Social interaction), Forms of interaction (iPhone, mobile ecologies, new forms of interaction, Urban interactions), Gender and technology (children and mobile/cell phones, children's popular culture, Facebook, social media, tweens), Globalisation, technology (Hyperlocal news), Interaction design (new interaction technologies), Interactive rooms, buildings and urban environments (interactive media facades), Mobile systems and interfaces (Asia, Japan, Keitai, mobile gaming, pervasive play, South Korea), Model-driven systems development (digital habitats, multi-disciplinary models for design), Models and logic for interactive systems, Pervasive computing interaction (children, play and games), Robots (children and technology), Spatial IT (GPS, Internet of Things, location-based services, social spaces), Theories on use and interaction (computer semiotics), Urban computing (Smart Cities), User participation in systems development (participatory design) (designing with children)
Computer games (Horror, Survival horror), Film theory (Cognitive theory, Evolutionary theory), Historiography of literature, Literary genres (Apocalyptic and postapocalyptic texts, Fantasy, Gothic, Horror, Science Fiction), Philosophy of science for the humanities, Text theory and analysis (Literary Darwinism), Video genres (Horror Film)
Cultural contact (American culture), Digital literature, narration/storytelling, hypertext, net literature (Cyberpunk literature), Everyday life (American folk and consumer culture, Romantic fiction, Women in America), Fashion (19th century American women, Women in Politics), Film analysis (American movies), Identity (Asian-Americans), Literary epochs (Thomas Pynchon, US literature), Modernity (technology), Popular culture (Conspiracy culture, Disney, Marilyn Monroe), Social history (American First Ladies), USA, Visual art (American)
Computer Games, Digital Art and Culture, Design and Systems Development, Design processes, Digital set design, Experience-oriented IT, Forms of interaction, Interaction design, Mixed reality, Multimedia, Systems development methods, User participation in systems development (participatory design), Virtual Reality
Computer games (Horror), Media theory and criticism (Biocultural theory), Modern aesthetic theory (Cognitive media theory), Popular culture
Digital aesthetics, Digital sound and music, Ethnography, Everyday life, Interdisciplinary aesthetics, Internet, Interpersonal communication on the internet, Qualitative methods, Reception analysis/reception research, Sociality on the internet, Virtual reality, augmented reality, interactive space
Avant-garde (Fluxus, repetition, Per Kirkeby), Contemporary art (Postmodern Art), Digital museology (Virtual museums, their history and technology), Museum communication (Cybermuseology), Museums (history, layout, architecture, functions)
Books as a medium (including digital literature) (Bog-objekter, Bogens materialitet, Boghistorie, Publishing studies), Childrens literature, Digital aesthetics, Digital literature, narration/storytelling, hypertext, net literature, Literary institutions (Kulturkritik, Publishing studies), Multimediality/cross-mediality (Adaptation , Transmedia storytelling, Transmedia worldbuilding), Text theory and analysis, The literary market (Book History, Publishing studies), Virtual reality, augmented reality, interactive space
Digital art, net art, software art, Distributed software systems (Parallel programming), Scientific calculations (Parallel programming)
Contemporary art, Danish and international institutions of culture, Digital aesthetics, Digital art, net art, software art, Digital installations, Globalisation, History of aesthetics after 1735, Modern aesthetic theory, Multimediality/cross-mediality, Visual analysis, Visual art (Chinese Art, Contemporary Art, Non-Western Art)
Computer Games, Digital Art and Culture, Aesthetic analysis, Art on the internet, Avant-garde, Books as a medium (including digital literature), Climate and culture (Climate art), Computer games, Contemporary art, Digital Media, Digital aesthetics, Digital aesthetics, Digital art, net art, software art, Digital culture and communication, Digital culture, net culture, hacker culture, software culture, Digital literature, narration/storytelling, hypertext, Digital literature, narration/storytelling, hypertext, net literature, Electronic art, Hypermedia, Hypertext, Interdisciplinary aesthetics, Interface, Media, Media theory and criticism, Modern aesthetic theory, Multi-aesthetics, Multimedia, Politics of culture, Theory and History of Aesthetics, Visual art, Visual machines
Digital culture, net culture, hacker culture, software culture (aesthetic/exploratory programming, Computational Art/Artistic Research, Computational Culture, Critical Technical-Art Practice, Software Publishing, Software Studies)
Digital aesthetics, Digital installations, Drama analysis, Dramaturgy (dramaturgical models, Theatre and Drama in Education), Modern drama, Theatre analysis (Performance analysis)
Avant-garde (Bioart, Cubism and Futurism, Duchamp, Land Art), History of historical understanding (Art historiography), Theory and History of Aesthetics (Art, technology, nature, Big History, Biosemiotics, Cultural Evolution, Deep History, Posthumanism), Virtual reality, augmented reality, interactive space (Bioart), Visual analysis