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Designing Change: NeuroMedia As A Metanoic Practice
Karen Cham
School of Arch, Tech and Eng
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Contribution to conference
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peer-review
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Keyphrases
Addiction
33%
Algorithmic Approach
33%
Art School
33%
Attention Span
33%
Behavior Change
33%
Biometric Data
33%
Brain-computer Interface
100%
Brand Value
33%
Branded Products
33%
British Art
33%
Build System
33%
Cham
33%
Cognitive Engagement
33%
Complexity Theory
33%
Computational Ontologies
33%
Creative Artists
33%
Creative Design
33%
Cultural Capital
33%
Cultural Legacy
33%
Deconstruction
33%
Design Approach
33%
Design Education
33%
Design Patterns
33%
DevOps
33%
Digital Content
33%
Digital Media
33%
Digital Transformation
33%
Emotional Engagement
33%
Eye Tracking
33%
Facial Recognition
33%
Galvanic Skin Response
33%
George Lakoff
33%
Heart Rate Monitoring
33%
Human Factors
33%
Immersive Environments
33%
Industrial Design Practice
33%
IoT Environment
33%
Mass Customization
33%
Meaning Experience
33%
Media Content
33%
Mental Health
33%
Metacritic
33%
Multi-platform
33%
Neuromedia
100%
Neuronavigation
33%
Nudge
66%
Parametric Design
33%
Pasta
33%
Perceptual Semantics
33%
Pervasive Environment
33%
Poststructuralism
33%
Precognitive
33%
Product Advertising
33%
Product Film
33%
Product Semantics
33%
Production versus Consumption
33%
Production-distribution
33%
Reflection on Practice
33%
Reverse Engineering
33%
Robotic Environment
33%
Roland Barthes
33%
School Design
33%
Semantic Gap
33%
Semiotic Theory
33%
Semioticians
66%
Semiotics
33%
Subconscious Mind
33%
Transmission Mode
33%
Ubiquitous Environment
33%
User Experience
66%
User Response
33%
UX Design
33%
Value Chain
33%
Value-based
33%
Arts and Humanities
Affordances
100%
Biometrics
50%
British art
50%
Cognitive
100%
Complexity Theory
50%
creative artists
50%
Critical Thinking
50%
Cultural Capital
50%
Deconstruction
50%
Design Education
50%
Design Practice
50%
Digital
100%
Digital Media
50%
Electronics
50%
End users
50%
Engagement
100%
Ergonomics
50%
Esthetics
50%
Experience of meaning
50%
Eye Tracking
50%
fascination
50%
Framework
50%
Galvanic Skin Response
50%
Industrial Design
50%
Legacy
50%
Locatives
50%
Materiality
50%
Media Content
50%
Mental Health
50%
Post-Structuralism
50%
Practitioners
50%
Roland Barthes
50%
School design
50%
School of Art
50%
semiotic theory
50%
semioticians
100%
Subconscious
50%
Truth
50%
Computer Science
Algorithmic Approach
33%
Behavioral Change
33%
Biometric Data
33%
Cognitive Engagement
33%
Computer Interface
100%
Cultural Capital
33%
Deconstruction
33%
Design Patterns
33%
Design Practice
33%
DevOps
33%
Digital Content
33%
Digital Transformation
33%
Face Recognition
33%
Galvanic Skin Response
33%
Heart Rate Monitoring
33%
Immersive Environment
33%
Interface Interface
33%
Internet of Things
33%
Mass Customization
33%
Methodologies and Framework
33%
Ontology
33%
pervasive environment
33%
Program Content
33%
Reverse Engineering
33%
Roland Barthes
33%
semantic gap
33%
Semiotics
66%
Ubiquitous Environment
33%
User Experience
66%
Value Chain
33%
Engineering
Biometric Data
33%
Brain-Computer Interface
100%
Built System
33%
End-Users
33%
Ergonomics
33%
Internet of Things
33%
Mass Customization
33%
Parametric Design
33%
Product Design
33%
Reverse Engineering
33%
Singularities
33%
Transmissions
33%
User Experience
66%