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Desktop-publishing in Bibliotheken : Grundlagen und Entscheidungshilfen /Hagge, Tina. January 1900 (has links)
Texte remanié de: Diplomarbeit--Bibliotheks und Informationsmanagement--Hamburg--Hochschule für Angewandte Wissenschaften, 2007. Titre de soutenance : Der Einsatz von Desktop-publishing im Marketing von Bibliotheken : Entscheidungshilfen bei der Erstellung von Printmaterialien. / Bibliogr. p. 84-87.
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Technology and design: Vancouver Magazine before and after desktop publishing /MacNeill, Tatiana. January 2005 (has links)
Project Report (M.Pub.) - Simon Fraser University, 2005. / Project Report (Master of Publishing Program) / Simon Fraser University. Also issued in digital format and available on the World Wide Web.
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Outsourcing academia: how freelancers facilitate the scholarly publishing process /Brand, Megan. January 2005 (has links)
Project Report (M.Pub.) - Simon Fraser University, 2005. / Project Report (Master of Publishing Program) / Simon Fraser University. Also issued in digital format and available on the World Wide Web.
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Publishing a Canadian business memoir: a case study /Growe, Amanda. January 2006 (has links)
Project Report (M.Pub.) - Simon Fraser University, 2006. / Theses (Master of Publishing Program) / Simon Fraser University. Also issued in digital format and available on the World Wide Web.
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Lost illusions : the rise of the book publisher and the construction of a literary marketplace in nineteenth-century France /Haynes, Christine S. January 2001 (has links)
Thesis (Ph. D.)--University of Chicago, Dept. of History, 2001. / Includes bibliographical references. Also available on the Internet.
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Predicting sponsorship effects in E-newspapers using the sponsorship knowledge inventory /Rodgers, Shelly January 2000 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 2000. / Typescript. Vita. Includes bibliographical references (leaves 106-132). Also available on the Internet.
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Predicting sponsorship effects in E-newspapers using the sponsorship knowledge inventoryRodgers, Shelly January 2000 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 2000. / Typescript. Vita. Includes bibliographical references (leaves 106-132). Also available on the Internet.
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Online literature in China : surfing for success /Sun, Min, January 2002 (has links)
Thesis (M. Journ.)--University of Hong Kong, 2002. / Includes bibliographical references (leaves 36-45).
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Texts and reading in virtual environments : history and prospectsHerr, Timothy Paul 23 July 2012 (has links)
This thesis examines the activity of pleasure reading as conducted within three kinds of virtual environments: role-playing and adventure video games, Massively Multiplayer Online Games (MMOGs) such as World of Warcraft, and graphical online social worlds such as Second Life. I ask how and to what extent different types of virtual environments are able to provide immersive reading experiences. This analysis relies upon the concepts of telic (purpose-driven) and paratelic (pleasure-driven) modes of reading, and I examine how virtual environments provide affordances for one or the other mode. How they do so usually has to do with how their situate reading materials in relation to the environment’s diegetic world, as well as whether the diegetic world is coherent and bounded. I conclude that while paratelic reading is encouraged in all virtual environments, role-playing and adventure video games are conducive to partially telic reading experiences, with players reading in order to better understand the diegetic world in which they act. MMOGs feature largely immutable diegetic worlds lacking normal relations of causality, but they still manage to some degree to encourage telic reading by circumscribing and enriching the world with lore. Virtual social worlds are generally unable to provide this sort of telic reading experience due to their lack of coherent diegetic worlds, and their effectiveness for paratelic reading is currently hampered by unwieldy interfaces and lack of innovation in the format of virtual books. Although MMOGs and social virtual worlds both feature synchronous collaboration between players with the potential for emergent narratives, neither has been able to leverage this advantage for the creation of immersive reading experiences. Finally, all three forms of virtual environment have inspired innovative user-created narratives and interfaces, but they have done so outside the contexts of their diegetic game worlds, in the sphere of participant culture. / text
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Center of the peripheryThrond, Matthew Dale 03 September 2009 (has links)
Print culture was a fundamental site in which new ideas about England’s role in world affairs were debated in the latter half of the sixteenth century. Print changed the ways in which new discoveries, proposals, grievances, and questions were assessed, and not always to the desired effect. In the face of the sphinx-like power of the press, a wide array of strategies emerged to control it. But people at many levels of the publishing process could use the rhetoric of the text, and of the printed book, to rearrange the relationships between authors and readers, to upset the thrust of a particular line of argument, to alter the aesthetic, moral, or pragmatic judgment a reader might exercise, or in a more subtle way to change the terms of the issue at hand. In view of the diversity of these possibilities, this report follows figures known to the London print world, some authors, some printers, and examines how they acted, reacted, and worked through, issues that arose from being on the cusp of England’s relationship with a wider world. / text
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