Bulent started following the work of Raluca Petre-Sandor, Université Paris II - Panthéon-Assas, Communication medias.
Bulent started following the work of Mircea Grecescu, National School of Political Studies and Public Administration, Communication and Public Relations.
Bulent started following the work of Nora Odette Stefanescu, National School of Administration and Political Science of Bucharest, Sociology.
Primary
Primary
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- 3D Modelling (Architecture)
- 3D sound (Virtual Reality)
- AI Engines and Game Physics
- AR for education
- Active Learning
- Adaptive Hypermedia
- Adaptive Information Presentation
- Adaptive Interfaces (Computer Science)
- Adult Development And Aging
- Adult Education
- Agent-Based Computational Economics
- Aging
- Aging & the life course
- Alternative Education
- Alternative forms of management and organization
- Animation
- Anthropology of Age
- Anthropology of Communication
- Anthropology of Education
- Anthropology of Friendship
- Anthropology of Knowledge
- Anthropology of Learning
- Anthropology of Work
- Applicants' Reactions
- Artificial Intelligence
- Attention
- Augmented Reality
- Automated Social Indexing of Persons
- Autonomy (Business)
- Balanced Scorecard
- Behavioral Economics
- Behavioural Economics
- Blended Learning
- Blogs
- Brain-computer interfaces
- Brand Image
- Brand Management
- Busines plan
- Business & Society
- Business Economics
- Business Information Systems
- Business Intelligence
- Business Networks
- Business Process Management
- Business Process Modeling
- Business Process Redesigning
- Business Psychology
- Business Rules & Processes
- Business Sustainability
- Business and Economic Education
- Business-IT Alignment
- Business/IT Alignment
- Buzz Marketing
- Calling/Meaning/Purpose at Work
- Change Processes
- China studies
- Civic Education
- Civics (Political Science)
- Classroom Technology
- Classroom environment
- Co Operative Learning
- Collaboration Technology
- Collaborative Systems
- Collaborative Virtual Environments
- Collective Behavior
- Commitment to Learning (Learning Orientation)
- Community Design and Management
- Competitive Agressiveness
- Competitor Orientation
- Complexity Leadership Theory
- Computational Economics
- Computational Finance
- Computational Sociology
- Computer Games Education
- Computer Games Technology
- Computer Graphics
- Computer Science Education
- Computer Vision
- Computer-Based Learning
- Computers and Philosophy
- Computing In Social Sciences, Arts And Humanities, Professions
- Constructivism (Education)
- Consumer Culture Theory
- Consumer Innovation
- Continuous Improvement
- Convergence
- Creative thinking
- Creativity
- Creativity in 3D worlds
- Creativity studies
- Critical Management Studies
- Cross-Media Information Spaces
- Cross-Organizational Cross-Border Collaboration
- Crowdsourcing
- Cultures of Technologies and Interfaces
- Curriculum Design
- Customer Focus
- Customer Orientation
- Cyberpsychology
- Decision Making
- Decision Making Analysis and Modeling
- Decision Making Under Uncertainty
- Decision-Making
- Demography
- Digital Business
- Digital Culture
- Digital Divide
- Digital Games
- Digital Humanities
- Digital Identity
- Digital Literacy
- Digital Media
- Digital empowerment
- Double Loop Theory
- Dynamic Capabilities
- E Mail Interactions
- E-Business Managements Systems
- E-learning
- E-loyalty
- Econometrics
- Economics of Ageing
- Economics of Education
- Economics of Innovation
- Education
- Education and Labor Markets
- Educational Informatics
- Educational Leadership
- Educational Psychology
- Educational Technology
- Edutainment
- Electronic Medical Records
- Elites (Political Science)
- Emotional Contagion
- Employee Coaching
- Employee Development
- Employee Motivation
- Employment Interview
- Empowerment (Computer Science)
- Entrepreneurial Finance
- Entrepreneurial Opportunities
- Entrepreneurial Orientation
- Entrepreneurial communities
- Entrepreneurship
- Entrepreneurship Law
- Environmental Fit
- Everyday Life Performance (ELP)
- Family Group Decision Making & Conferencing
- Firm Growth Theory
- Friendship
- Future Media
- Future Studies
- Game Analysis
- Game Design Model
- Game Theory
- Gameplay (Video Game Design)
- Games, E-projects
- Gender and Work
- Gifted Education
- Global Social Change
- Growth (Business)
- Growth Models
- Guerilla marketing
- HCI
- HR
- HR systems
- HRM
- HRM & Organisational Behaviour
- Happiness Economics
- History of Professions
- Human Capital
- Human Computer Interaction
- Human Computer Interaction (HCI)
- Human Development Theory
- Human Resources
- Human-Computer Interaction for Games
- Humanities Computing (Digital Humanities)
- Hyperreality
- Hypertext theory
- IT Performance Management
- IT Talent
- IT and Innovation
- IT and organisational change
- Image Features Extraction
- Image Processing
- Image Recognition (Computer Vision)
- Image-based Rendering
- Imagination
- Industrial and Organizational Psychology
- Informal Learning
- Information Design
- Information Growth
- Information Literacy
- Information Management
- Information Poverty
- Information Science
- Information Systems
- Information Systems (Business Informatics)
- Information Systems Strategy
- Information Technology Law
- Information Visualisation
- Information Visualization
- Information graphics (Informatics)
- Information quality and value
- Information use
- Information work
- Innovation
- Innovation Management (Business)
- Innovation and Creativity (Business)
- Innovativeness
- Intellectual Potential
- Intellectual property (Economics)
- Intelligent Space
- Intelligent User Interface Agents
- Inter/intra-organizational Relationships and Networks
- Interactive Paper
- Interface Design
- Interfunctional Coordination
- Intergenerational Communication
- Intergenerational Relationships
- Internal Communication
- Internet & Society
- Internet Art
- Internet Marketing
- Interorganizational Networks
- Intraorganizational Networks
- Intrinsic motivation
- Job Feedback
- Job Flows
- Job Stress (Psychology)
- Knowledge & Creativity Management
- Knowledge Management
- Knowledge and Power
- Knowledge organization
- Labor Economics
- Labor Migration
- Labour Economics
- Labour Market Dynamics, Work-Life Balance, Life-Course Transitions
- Labour Studies
- Leadership
- Leadership Development
- Leadership Education
- Leadership and Mentoring
- Leadership through the Ages
- Learning (Psychology)
- Learning Networks
- Learning Orientation (Strategic Orientations)
- Learning Spaces
- Learning environments
- Life Span Tasks And Theory
- Life course
- Lifelong Learning
- Linked Data
- Literature & Economics
- Management
- Management Information Systems
- Market Orientation
- Marketing Strategy
- Mashups
- Memory Orientation (Learning Orientation)
- Meta-Plastic Virtual Worlds
- Mobile Architecture
- Mobile Commerce
- Mobile Learning
- Mobile Web 2.0
- Mobile and Locative Art
- Mobile media (Communication)
- Mobile social networking
- Multimedia Learning
- Multimedia, Hypermedia
- Multiple Display Learning Places
- Natural Image Statistics
- Natural User Interfaces
- Neo Luddism
- New Media
- New Media Art & Emerging Practices
- New Media and Education
- New Product Development
- Next Generation Internet Research
- Next Generation Networks
- Non-photorealistic rendering
- Non-profit Management
- Number Theory
- Object Recognition (Computer Vision)
- Object Tracking (Computer Vision)
- Occupational Community
- Occupational Psychology
- Online Communities
- Online Groups
- Online Marketing
- Online social networks
- Open Innovation
- Open Mindedness (Learning Orientation)
- Organisational Change
- Organisational Culture And Employee Commitment
- Organisational Culture And Performance
- Organizational Behavior
- Organizational Change
- Organizational Communication
- Organizational Culture
- Organizational Leadership
- Organizational Learning
- Organizational Trust
- Overeducation
- Performance Management
- Person Environment Fit
- Person Supervisor Fit
- Personal Information Management
- Personal Relationships
- Persuasive Design
- Pervasive Computing in Buildings
- Philosophy Of Education
- Philosophy Of Friendship
- Philosophy of Consumption
- Philosophy of Higher Education
- Philosophy of Technology
- Photorealistic rendering
- Politics and Friendship
- Positive Organizational Behavior
- Proactiveness
- Procrastiination
- Project Management
- Psychology Of Learning
- Quality Orientation
- Quality of Life (Social Sciences)
- Quality of life, Quality of working life, contemporary social theories, gender,
- Readiness for Organizational Change
- Reading (Psychology)
- Real-time rendering
- Recommendations (Social Computing)
- Religion and Technology
- Rendering (Computer Graphics)
- Risk Taking
- Romanian Studies
- Science Blogs
- Scientific Visualization
- Selection Theories and Oranizational Ecology
- Self systems
- Self-Determination Theory
- Self-directed learning
- Semantic Web
- Semantic association
- Semantic similarity
- Serious Gaming
- Shape reconstruction (Computer Vision)
- Shared Leadership
- Shared Vision (Learning Orientation)
- Situation Judgment Tests
- Sleep & Circadian Rhythms
- Small Business
- Social Computing
- Social Computing For Education
- Social Cyborgs
- Social Economy
- Social Enterprise
- Social Enterprises
- Social Entrepreneurship
- Social Groups
- Social Learning Theory
- Social Marketing
- Social Media
- Social Media Optimization
- Social Media Tools for Broadcasters
- Social Network Analysis (SNA)
- Social Network Sites
- Social Networking
- Social Networks
- Social Software
- Social learning
- Social network analysis
- Sociology of Economic Knowledge
- Sociology of Education
- Sociology of Knowledge
- Sociology of Organizations
- Sociology of Scientific Knowledge (Sociology)
- Sociology of Work
- Software Management
- Spatial Data Mining (Data Mining)
- Strategic Agility
- Strategic Aliances
- Strategic Alliances
- Strategic Decision Making
- Strategic Foresight
- Strategic Management
- Strategic Orientations
- Strategy (Business)
- Strategy Implementation
- Stress Management
- Student Motivation
- System Orientation
- Systems and Simulation Design
- Tangible User Interfaces
- Teamwork (team commitment)
- Technological Innovation
- Technological Innovation and Economic Development
- Technological Society
- Technology Entrepreneurship
- Technology Orientation
- Technology and Society
- Technology in Education
- Time Perception
- Top Management Teams
- Training an Development
- Transformational Leadership
- Transitions from school to labour market
- Ubiquitous Computing
- Usability and user experience
- Use of virtual worlds by elderly as an extension of their active life
- User Innovation
- User Interface
- User eXperience
- Utility (Marketing)
- VR Objects
- Video Game Art and Animation
- Video Game Design
- Video Game Development and Production
- Video Game Programming
- Video Game Writing and Scripting
- Video Games
- Videogame Ethics
- Videos Games as Expression
- Virtual Archaeology
- Virtual Art & Virtual Reality
- Virtual Assembly
- Virtual Communities
- Virtual Economics
- Virtual Environments
- Virtual Reality (Computer Graphics)
- Virtual Worlds
- Virtual Worlds Law
- Virtues and Vices
- Visual Communication
- Visual Learning
- Visual Literacy (Research Methodology)
- Visual Thinking
- Visual perception
- Visualization
- Volunteerism
- Wearable Computing
- Web Measurement & Optimization
- Web Mining
- Web search
- Welfare Economics
- Work Environments
- Work Life Interaction / Balance (Communication)
- Work and Organizational Psychology
- Work-Related Stress
- Work-life issues
- Workplace Learning
- World Building and Level Design
- Young People
- Young people's use of Technology
- Youth Studies
"Politehnica" University of Bucharest
Alumnus, Faculty of Automatic Control and Computer Science
Thesis Title: Web Application for Performance Management
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Mariana Mocanu
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Contact Information
| Homepage: | |
| IM: | Gtalk: bulent.duagi@gmail.com |
The Department of Microbiology at the University of Massachusetts, Amherst invites applications for a full-time (12-month), non-tenure-track, lecturer/laboratory instructor position.
University of Massachusetts Amherst









