Browsing Dun Laoghaire Institute Of Art Design + Technology by Title
Now showing items 1-20 of 162
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Addressing Gender Inequality in Academia: The Role of Irish Funding Agencies
(Routledge, 2020-07)The endorsement by the Irish Higher Education Authority (HEA) of the Athena SWAN Charter as a means of stimulating change towards gender equality was a turning point in the formalisation of processes to address gender ... -
Adolescents' response to parental Facebook friend requests: The comparative influence of privacy management, parent-child relational quality, attitude and peer influence
(2015)As adolescents increasingly use smartphones to access the Internet, parental ability to monitor their online activities diminishes. An established surveillance technique ls for parents to 'friend' their adolescent children ... -
All or nothing: The influence of hyperactivity and inattention on perceived flow engagement and time distortion during video game play
(2021)ADHD has long been associated with negative aspects of daily functioning, and few investigations have investigated the potentially positive aspects of the neurological condition. However, studies suggest individuals with ... -
Always thank the Bus Driver - A longitudinal observational study of the effects of prosocial behaviour in an online gaming community
(2019)This research addresses a longitudinal observational analysis of the affect an introduced prosocial action has on an online community by measuring linguistic markers. A data set was collected from an online community, ... -
Analysing the relationship between personality traits and use of emoji in the workplace
(2017)The aim of this study was to investigate the relationship between personality, age and gender and the use of emoji in the workplace. To date, there is a gap in knowledge of how emoji are used in professional communication. ... -
An analysis of the impact of microtransactions on an online gaming community
(2020)Gamer's have been protecting their own virtual worlds from change both in-game and from the publishers. As game publishers embrace the microtransaction business model, how does it impact the gamers, their community and ... -
Arts programming on Irish public service television: Ideas, conflicts, and contradictions
(2009)This study explores the historical relationship between public service television and the arts in Ireland and considers how this relationship has influenced the current range and quality of arts programmes on Irish public ... -
Attachment to fictional video game characters in Pokémon Sword and Shield
(2021)“They may be pixels but they’re my pixels” (Lewis, 2008, p. 1). Players do not realise how easily they get attached to the in-game characters they interact with, nor how they get so invested in them. Within this study, it ... -
Becoming more human: Changing beliefs through cognitive empathy in video games
(2019)The goal of this study was to investigate the importance of empathy, and more specifically perspective taking towards an avatar, in the possible change of social belief through video game experience. Participants were ... -
"Behold" photography, memory and material culture
(2012)Historian and theorist Martha Langford has defined the family archive as a "meeting place". This metaphor generates a context for the performance of tactile and sonic registers. As the archive is awakened by the hands that ... -
The Big Five and emoji use in instant messaging: Can emotional indicators in instant messaging reveal personality traits?
(2019)This study analysed emoji use in instant messaging with the aim of discovering the ways in which personality affects how emoji are used. The Big Five was used to analyse the personality of 99 participants. Results were ... -
Blended learning and perception of success: A case study of an adult literacy programme in Ireland
(2020)An understanding of how blended learning can impact adult learners perceived success can help inform policy initiatives and learning design, so they are more responsive to the needs of the learners. This study examined the ... -
Blogs: A study into current uses and perceptions in Irish society
(2009)The aim of this research was to investigate attitudes, perceptions and behaviour of Irish internet users towards blogs. A survey was conducted online and participants (n = 422) placed into two groups - Bloggers (n = 244), ... -
Book review: self and social identity in educational contexts
(Frontiers, 2017)Books that are insightful, thoughtful provoking, and written in a way that is accessible to multiple reader types are hard to come by; this, we believe, is one of them. Mavor, Platow, and Bizumic (2017) have provided us ... -
Bord na Mona - A case study: The challenges of embedding an eco-entrepreneurial ethos
(2015)This study is concerned with the emerging concept of ecological entrepreneurship, whereby a business is operated in an economically, environmentally and socially sustainable fashion. This research explores the relevance ... -
Boundary management. Are personality types and job satisfaction levels predictors to smartphone usage behaviours?
(2019)Smartphones have become integrated into many parts of our daily lives. These devices have improved areas of our work life through enhanced collaboration, removing the need for a physical office locations, and improving ... -
Brands, online collaboration and social media. A case study - Starbucks
(2010)The evolution of the Internet is one of the main driving forces behind competitive activity in today's markets. Consumer purchasing habits, as a result of the internet, is also changing rapidly. Professional marketers need ... -
Campus incubation - A study of how incubators assist firms
(2005)Incubators are considered a cost-effective way to stimulate and support knowledge-intensive entrepreneurial activity. Incubators seek to support the entrepreneur during the new venture creation process. They do this, ... -
Can immersive technology over traditional photography greater influence the number of hazards identified in a healthcare sector residential facility, and as a result influence the perception of risk
(2020)The aim of this study was to explore whether Virtual Reality (VR) can support hazard identification training in a healthcare residential facility and whether VR evokes a sense of presence and as a result increase perceived ... -
Capturing lectures: Using multimedia lecture captures to promote learning
(2010)The purpose of the study is to investigate does multimedia lecture captures promote learning or lead to cognitive overload? In a classroom-based experiment, students received a lesson consisting of a multimedia lecture ...