Frith, J. (2023). Preserving the History of Mobile Gaming: A review of the Retro Mobile Gaming Database. Mobile Media & Communication, DOI: 10.1177/20501579231155533.
de Souza e Silva, A., & Glover-Rijkse, R. (2023). Software Presentation: The Retro Mobile Gaming Database. Mobile Media & Communication, 1-6. DOI: 10.1177/20501579231155534.
de Souza e Silva, A., & Xiong-Gum, M. N. (2023). COVID-19 Now and Then: Reflections on mobile communication and the pandemic. Mobile Media & Communication, 11 (2). DOI: 10.1177/205015792311638. Abstract: The COVID-19 pandemic may soon be coming to its end, but COVID-19 still kills thousands of people every single day ...
Campbell, S. W., de Souza e Silva, A., & Marler, W. (2023, Feb. 27th). Ep. 2: Exploring the Vast Social & Creative Agencies of Marginalized Communities in the Digital Age. JCMC: The Discussion Section Podcast. In this episode of JCMC: The Discussion Section, host Scott Campbell, Constance F., and Arnold C. ...
de Souza e Silva, A. (Forthcoming). Framing Location-based Micromobility as Mobility Justice in Networked Urban Spaces. In G. Goggin, & L. Hjorth (Eds.). The Routledge Companion to Mobile Media 2.0. New York: Routledge.
de Souza e Silva, A. (2023). Hybrid Spaces 2.0: Connecting networked urbanism, uneven mobilities, and creativity in a (post)pandemic world. Mobile Media and Communication, 11 (1), 59-65. DOI: 10.1177/20501579221132118.
Hjorth, L., & de Souza e Silva, A. (Forthcoming). Playing with Place: Locative mobile games in post-pandemic public spaces. Mobile Media and Communication, 11 (1), 52-58. DOI: 10.1177/205015792211269.
de Souza e Silva, A. (2022). Making the COVID-19 Pandemic Visible: The power of grass-roots mapping initiatives. International Journal of Communication, 16, 3988-4007. Abstract: Since March 2020, digital maps have been used around the world to spatially display COVID-19 cases and deaths. Some of these maps aggregate official government data, ...
de Souza e Silva, A., & Araujo, C. (2022, May 18th). Opinion: What the US Can Learn from Brazil’s Successful COVID Vaccination Campaign. Scientific American. December 8th, 2021.
de Souza e Silva, A. (2022). Mapping the COVID-19 Pandemic with Mobile Devices: Grass-roots networked initiates in the Rio de Janeiro favelas. International Communication Association (ICA) conference, Mobile Communication Interest Group. Paris, France: May 30th.
Glover-Rijkse, R., & de Souza e Silva, A. (2022). Evolving Geographies of Mobile Communication. In P. Adams & B. Warf (Eds.), The Routledge Handbook of Media Geographies (pp. 161-171). New York: Routledge.
NC State News Podcasts: Digital Mapping and the Pandemic -- an interview with Tracey Peake NCSU News. NC State University. Dec. 8th, 2021. "Digital mapping is a versatile tool. It can be used for everything from real time navigation to tracking the course of a pandemic. Adriana de Souza e ...
Forthcoming: de Souza e Silva, A., & Xiong-Gum, M. N. (Eds.). COVID-19 Now and Then: Reflections on mobile communication and the pandemic. Special issue of Mobile Media & Communication, vol. 11, no. 2 (May 2023).
Souza e Silva, A., Glover-Rijkse, R., Njathi, A., & De Cunto Bueno, D. (2023) Playful Mobilities in the Global South: A study of Pokémon Go play in Rio de Janeiro and Nairobi. New Media & Society, 25(5) 963-979. DOI: 10.1177/14614448211016400. Abstract: Pokémon Go is the most popular location-based game worldwide. ...
Souza e Silva, A., Glover-Rijkse, R., Njathi, A., & De Cunto Bueno, D. (2021). Exploring the Material Conditions of Pokémon Go Play in Rio de Janeiro and Nairobi. Information, Communication and Society. DOI: 10.1080/1369118X.2021.1909098 Abstract: Pokémon Go offers an important locus for understanding how location-based mobile gaming practices interconnect with ...
Call for papers for a special issue of New Media & Society, Volume 24, 2022. Guest editors (ordered alphabetically by last name):• Scott W. Campbell, Constance F. and Arnold C. Pohs Professor of Telecommunications, Dept. of Communication and Media, University of Michigan • Adriana de Souza e Silva, Professor, Dept. of ...
I appeared as a recent guest on WUNC's "The State of Things" radio show and podcast, titled "Embodied: How Online Gaming Creates Real-Life Love". During this episode, I discussed how early location-based mobile games created hybrid spaces--that is, a space that merges the boundaries between the digital and physical world. ...
"'Com eles, você não está apenas em uma cidade com a informação do que você vê, você pode sobrepor informações de imagens, de áudio. O mundo vira um espaço híbrido', explica Adriana de Souza e Silva, especialista em jogos móveis na Universidade do Estado da Carolina do Norte, nos EUA." ...
In this companion, a diverse, international, and interdisciplinary group of contributors and editors examine the rapidly expanding, far-reaching field of mobile media as it intersects with art across a range of spaces—theoretical, practical and conceptual. As a vehicle for, and of, the everyday, mobile media is recalibrating the relationship between ...
de Souza e Silva, A., & Xiong-Gum, M. (2020). Mobile Networked Creativity: A theoretical framework for understanding creativity as survival. Communication Theory, 31 (4), 821-840. DOI: 10.1093/ct/qtaa006. [pre-print version] Abstract: Mobile networked creativity is an emergent practice that arises from the ongoing relationships among people and people with technologies—or networked ...
de Souza e Silva, A., & Glover-Rijkse, R. (2022). Rethinking Micromobility as Mobilities Justice: Location-based traffic apps in Rio de Janeiro. In B. Kredell, G. Halegoua, & E. Stein (Eds.) The Routledge Companion to Media and the City (pp. 354-365). New York: Routledge
This book explores hybrid play as a site of interdisciplinary activity―one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, ...
de Souza e Silva, A., & Xiong-Gum, M. (2020). Mobile Networked Creativity: Understanding creativity as open communication. International Communication Association (ICA) conference.Top paper nominee in the Mobile Communication Interest Group. Virtual Conference. [Video]
de Souza e Silva, A., Damasceno, C. S., Bueno, D. M., & Grandinetti, J. (2020). Urban Mobility in Context: A study about early adopters of location-based taxi-hailing apps. In: Ling, R., Goggin, G., Fortunati, L. Lim, S. S., & Li, Yuling (Eds.). Oxford Handbook of Mobile Communication and Society (pp. ...
de Souza e Silva, A., Damasceno, C. S., & Bueno, D. (2019). Generic Phones in Context: The circulation and social practices of mobile devices in Rio de Janeiro. In R. Wilken, G. Goggin & H. Horst (Eds.), Location Technologies in International Context (pp. 158-172). London: Routledge.
Buccitelli, A. B. (2016). Mobility and Locative Media: Mobile communication in hybrid spaces, by A. de Souza e Silva and M. Sheller, New Media & Society, 18 (4), 669-672.
de Souza e Silva, A., Matos-Silva, M., & Nicolaci-da-Costa, A. (2017). Location-Based Services in Brazil: Reframing privacy, mobility, and location. In C. Marvin & S. Hong (Eds.). Place, Space, and Mediated Communication: Exploring context collapse (pp. 29-44). New York: Routledge.
In this book, top scholars in the field of mobile communication discuss the major issues related to the use of mobile phones in today’s society, such as the tension between private and public, youth mobile culture, creative appropriations of mobile devices, and mobile methods. Each chapter unfolds as an open ...
de Souza e Silva, A., Duarte, F., & Damasceno, C. (2017). Creative Appropriations in Hybrid Spaces: Mobile interfaces in art and games in Brazil. International Journal of Communication, 11, 1705-1728.
de Souza e Silva, A., Ling, R., & Humphreys, L. (2016). Location-based communication. In K. B. Jensen, R. T. Craig, J. D. Pooley & E. W. Rothenbuhler (Eds.). The International Encyclopedia of Communication Theory and Philosophy (pp. 1-11). New York: Blackwell Wiley.
de Souza e Silva, A. (2016). Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces. Mobile Media and Communication, 5 (1), 20-23. DOI:10.1177/2050157916676232. Abstract: In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all ...
de Souza e Silva, A., & Hjorth, L. (2016). Playful Urban Spaces: A historical approach to mobile games. In G. Goggin, R. Ling, & L. Hjorth (Eds.). Mobile Technologies, 4-vol. set. Volume III: Mobile Media – Technologies, Networks, and Intimacies (pp. 81-105). New York: Routledge.
"In November, a faculty member from the Department of Communication was selected as a University Faculty Scholar. Dr. Adriana de Souza e Silva, associate professor and director of the CRDM program, is the first person in the department to receive this award and only the sixth from Humanities and Social ...
Gerodimos, R. (2015). A Certain Type of Freedom [15 mins]. This video looks at the challenges facing urban youth in public space and the role of digital media in facilitating and hindering engagement with the urban landscape. It cites my book with Eric Gordon, Net locality: Why location matters in ...
Gerodimos, R. (2015). At the Edge of the Present [16 mins]. This video looks at the role of urban public space and the challenges facing our engagement with it and with each other. It cites my book with Eric Gordon, Net Locality: Why location matters in a networked world.
The University Faculty Scholars Program was established in 2012 by Chancellor Woodson to recognize and reward emerging academic leaders among our faculty. Each year, approximately twenty tenured or tenure-track faculty scholars are identified to receive this honor. Faculty members selected as University Faculty Scholars will carry the title for a ...
de Souza e Silva, A., & Frith, J. (2016). Locational Privacy. In J. Farman (Ed.). Foundations of Mobile Media Studies: Essential texts on the formation of a field (pp. 171-193). New York: Routledge.
de Souza e Silva, A., & Frith, J. (2015). Location-Based Mobile Games: Interfaces to urban spaces. In V. Frissen, S. Lammes, M. De Lange, J. De Mul, & J. Raessens (Eds.). Playful Identities: The ludification of digital media cultures (pp. 169-180). Amsterdam: Amsterdam University Press.
Mobilities has become an important framework to understand and analyze contemporary social, spatial, economic and political practices. Especially as mobile media become seamlessly integrated into transportation networks, navigating urban spaces, and connecting with social networks while on the move, researchers need new approaches and methods to bring together mobilities with ...
Duarte, F., & de Souza e Silva, A. (2014). Arte.mov, Mobilefest and the Emergence of a Mobile Culture in Brazil. In G. Goggin, & L. Hjorth (Eds.). The Routledge Companion to Mobile Media (pp. 206-215). New York: Routledge. Translation in Portuguese: Duarte, F., & de Souza e Silva, A. (2016). Arte.mov, ...
de Souza e Silva, A., & Gordon, E. (2014). Net Locality. In P. Adey, D. Bissell, K. Hannam, P. Merriman & M. Sheller (Eds.). The Routledge Handbook of Mobilities (pp. 134-142). New York: Routledge.
de Souza e Silva, A., & Frith, J. (2014). Re-Narrating the City Through the Presentation of Location. In J. Farman (Ed.). The Mobile Story: Narrative practices with locative technologies (pp. 39-49). New York: Routledge.
de Souza e Silva, A. (2013). Mobile Narratives: Reading and writing urban space with location-based technologies. In N. K. Hayles, & J. Pressman (Eds.). Comparative Textual Media: Transforming humanities in the postprint era (pp. 33-52). Minneapolis: University of Minnesota Press.
de Souza e Silva, A., & Gordon, E. (2013). The waning distinction between private and public: Net locality and the restructuring of space. In K. Gates (Ed.). The International Encyclopedia of Media Studies, volume VI: Media Studies Futures (pp.195-214). Boston: Blackwell. Abstract: Media history is an emerging field. Ambiguities about its object of ...
de Souza e Silva, A. (2013). Location-Aware Mobile Technologies: Historical, social, and spatial approaches. Mobile Media and Communication, 1 (1), 116-121. DOI: 10.1177/2050157912459492. Translation in Portuguese: de Souza e Silva, A. (2013). Tecnologias Móveis de Posicionamento: Abordagens históricas, sociais e espacias. Verso e Reverso, XXVII (64), 19-23. DOI: 10.4013/ver.2013.27.64.03. Abstract: With the popularization of smartphones, ...
Gordon, E., & de Souza e Silva, A. (2012). The Urban Dynamics of Net Localities: How mobile and location-aware technologies are transforming place. In R. Wilken & G. Goggin (Eds.). Mobile Technology and Place (pp. 89-103). New York: Routledge.
Shklovski, I., & de Souza e Silva, A. (2012). An Urban Encounter: Realizing online connectedness through local urban play. Information, Communication and Society, 16 (3), 340-361. DOI: 10.1080/1369118X.2012.756049. Abstract: Computing research has long been interested in location-aware mobile games, such as hybrid reality games, location-based games and urban games. With an increasingly pervasive ...
Schrock, A. R. (2012). Mobile interface theory: Location-aware mobile devices in urban environments, International Journal of Communication, 6, 2082-10.
Mobile phones are no longer what they used to be. Not only can users connect to the Internet anywhere and anytime, they can also use their devices to map their precise geographic coordinates – and access location-specific information like restaurant reviews, historical information, and locations of other people nearby. The ...
de Souza e Silva, A.. (2011). Art by Telephone: From static to mobile interfaces. In M. Rieser (Ed.), The Mobile Audience: Media art and mobile technologies (pp. 67-80). Amsterdam: Rodopi.
de Souza e Silva, A., & Frith, J. (2011). Location-Aware Technologies: Control and privacy in hybrid spaces. In J. Packer, & S. Wiley (Eds.), Communication Matters: Materialist approaches to media, networks, and mobility (pp. 265-275). New York: Routledge.
de Souza e Silva, A., & Sutko, D. M. (2011). Placing Location-Aware Media in a History of the Virtual. In D. W. Park, S. Jones, & N. W. Jankowski (Eds.), The Long History of New Media: Technology, historiography, and newness in context (299-316). New York: Peter Lang Publishers.
Sutko, D. M., & de Souza e Silva, A. (2011). Location-Aware Mobile Media and Urban Sociability. New Media & Society, 13 (5), 807-823. DOI:10.1177/1461444810385202. Abstract: Location-aware mobile media allow users to see their locations on a map on their mobile phone screens. These applications either disclose the physical positions of known ...
de Souza e Silva, A., Sutko, D. M., Salis, F., & de Souza e Silva, C. (2011). Mobile Phone Appropriation in the Favelas of Rio de Janeiro, Brazil. New Media & Society, 13 (3), 411-423. DOI:10.1177/1461444810393901. Abstract: This qualitative case study describes the social appropriation of mobile phones among low-income communities in ...
de Souza e Silva, A., & Sutko, D. M. (2011). Theorizing Locative Media Through Philosophies of the Virtual. Communication Theory, 21 (1), 23-42. DOI: 10.1111/j.1468-2885.2010.01374.x. Abstract: The concept of the virtual along with the philosophical traditions it invokes has received sparse attention in the communication literature, even though the term “virtual” is ...
The first book to provide an introduction to the new theory of Net Locality and the profound effect on individuals and societies when everything is located or locatable. Describes net locality as an emerging form of location awareness central to all aspects of digital media, from mobile phones, to Google ...
Bunting, B. (2010). Book Review: Adriana de Souza e Silva and Daniel M. Sutko, eds, Digital Cityscapes: Merging Digital and Urban Playscapes, New York: Peter Lang, 2009. New Media & Society, 12 (8), 1396-1398.
de Souza e Silva, A., & Frith, J. (2010). Locational Privacy in Public Spaces: Media discourses on location-aware mobile technologies. Communication, Culture and Critique, 3(4), 503-525. DOI: 10.1111/j.1753-9137.2010.01083.x. Abstract: This article analyzes 4 months of popular press articles from major publications about location-aware mobile phones. Our results identify 2 main areas: the ...
de Souza e Silva, A., & Frith, J. (2010). Locative Mobile Social Networks: Mapping communication and location in urban spaces. Mobilities, 5 (4), 485-506. DOI: 10.1080/17450101.2010.510332. Abstract: This study conceptualizes the new spatial logic created by the social use of location aware mobile technologies, analyzing how mobile communities are formed by ...
The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting ...
Spence, A. (2008). “Dr. Adriana de Souza e Silva unveils relationships in digital spaces”, In NCSU Department of Communication Newsletter, Fall 2008, p. 7.
Dannels, D. P., & de Souza e Silva, A. (2009). OnSite and Engaged: Hybrid reality games in communication across the curriculum. In A. de Souza e Silva, & D. M. Sutko (Eds.), Digital Cityscapes: Merging digital and urban playspaces (pp. 321-338). New York: Peter Lang Publishers.
de Souza e Silva, A., & Sutko, D. M. (2009). Merging Digital and Urban Playspaces: An introduction to the field. In A. de Souza e Silva, & D. M. Sutko (Eds.), Digital Cityscapes: Merging digital and urban playspaces (pp. 1-20). New York: Peter Lang Publishers.
de Souza e Silva, A., & Hjorth, L. (2009). Playful urban spaces: A historical approach to mobile games. Simulation & Gaming, 40 (5), 602-625. DOI: 10.1177/1046878109333723. Abstract: This article provides a historical overview of the development of urban, location-based, and hybrid-reality mobile games. It investigates the extent to which urban spaces ...
de Souza e Silva, A. (2009). Hybrid Reality and Location-Based Gaming: Redefining mobility and game spaces in urban environments. Simulation & Gaming, 40 (3), 404-424. DOI: 10.1177/1046878108314643. Abstract: Hybrid reality games and location-based mobile games use urban spaces as the game scenario and are played with the aid of mobile technologies ...
de Souza e Silva, A. (2008). Technology Appropriation and Social Change: A study of the use of cell phones among low-income communities in Rio de Janeiro [PDF]. Vodafone Receiver Magazine, 20.
de Souza e Silva, A., & Sutko, D. (2008). Playing Life and Living Play: how hybrid reality games reframe space, play, and the ordinary. Critical Studies in Media Communication, 25 (5), 447-465. Abstract: Hybrid reality games (HRGs) employ mobile technologies equipped with Internet access and location awareness to create a multiuser ...
de Souza e Silva, A. (2008). Alien-Revolt: A case study of the first location-based mobile game in Brazil. IEEE Technology and Society Magazine, 27 (1), 18-28. Abstract: Location-aware technology and Internet connectivity embedded in mobile phones allow users to navigate physical spaces and be connected to other users, bringing many activities formerly performed ...
de Souza e Silva, A. (2007). eXistenZ: From fiction to reality. In: F. Borries, S. Walz, & M. Böttger (Eds.), Space Time Play: Computer games, architecture and urbanism — the next level (pp. 316-317). Basel/Berlin/Boston: Birkhäuser Publishers for Architecture.
de Souza e Silva, A. (2007). Cell Phones and Places: The use of mobile technologies in Brazil In: H. Miller (Ed.), Societies and Cities in the Age of Instant Access (pp. 295-310). Dortdrecht, The Netherlands: Springer.
de Souza e Silva, A. (2006). Interfaces of Hybrid Spaces. In: A. P. Kavoori, & N. Arceneaux (Eds.), The Cell Phone Reader: Essays in social transformation (pp. 19-44). New York: Peter Lang Publishing.
de Souza e Silva, A. (2006). Re-Conceptualizing the Mobile Phone: From telephone to collective interfaces. Australian Journal of Emerging Technologies and Society, 4 (2), 108-127. Abstract: interfaces change our relationship to space and create new social environments via media art and pervasive games. This paper conceptualizes mobile phones as beyond two-way voice ...
de Souza e Silva, A., & Delacruz, G. (2006). Hybrid Reality Games Reframed: Potential uses in educational contexts. Games and Culture, 1 (3), 231-251. DOI: 10.1177/1555412006290443. Abstract: Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated ...
de Souza e Silva, A. (2006). From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces. Space & Culture, 9 (3), 261-278. DOI: 10.1177/1206331206289022. Reprint: de Souza e Silva, A. (2016). From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces. In G. Goggin, R. Ling, & L. Hjorth (Eds.). Mobile Technologies, ...
"Technology Impacts Communication" [PDF 4.5 Mb] in NCSU Wolfpack Communicator, A publication of the North Carolina State University Department of Communication. Winter 2005, pp. 8-10.
de Souza e Silva, A. (2005). Posicionamento: Criando novos significados para a tecnologia celular [Location-awareness: Creating new meanings for cellular technology] [JPG] In: Meio&Mensagem (Mídia&Mercado). (September 19, 2005), Ano XXVII, n. 1176. São Paulo, Brazil.
de Souza e Silva, A. (2005). Arte e Tecnologias Móveis: Hibridizando espaços públicos (Art and Mobile Technologies: the hybridization of public spaces. In: A. Parente, (Ed.), Tramas da Rede: Novas dimensões filosóficas, estéticas e políticas da comunicação (pp. 282-297). Porto Alegre, Brazil: Editora Sulinas.
de Souza e Silva, A. (2005). The Invisible Imaginary: Museum spaces, hybrid reality and nanotechnology. In: N. K. Hayles, (Ed.), NanoCulture: Implications of the new technoscience (pp. 27-46). Bristol, UK: Intellect Books.
de Souza e Silva, A. (2004). Mobile and pervasive gaming: Creating hybrid reality by blurring the borders between the physical and the virtual. Narr@ative: Digital Storytelling, UC Digital Cultures Graduate Conference. Los Angeles, CA: April 22-23.
"Interfaces Móveis, Subjetividade Contemporânea" (Mobile Interfaces, Contemporary Subjectivity). [PDF 92 Kb] Interviewed by Paulo Henrique Ferreira and Nelson Valêncio. In: Webinsider. 17 November 2004, (Brazil).
"Pesquisadora define o perfil de celular no mundo" (Researcher defines worldwide cell phone profile). [PDF 786 Kb] Interviewed by Paulo Henrique Ferreira and Nelson Valêncio. In: Rede@Telecom. August 2004, Year IV, # 40, São Paulo (Brazil): Editora Grifotech Ltda. June. pp. 4-6.
de Souza e Silva, A. (2004). Arte, Interfaces Gráficas e Espaços Virtuais. Ars: Revista do Departamento de Artes Plásticas da Escola de Comunicação e Artes da Universidade de São Paulo, 2 (4), 78-97.
de Souza e Silva, A. (2004). Are Cell Phones New Media? Hybrid communities and collective authorship [PDF]. trAce Online Writing Centre. Nottingham: The Nottingham Trent University (October 29). Award Winning Article
de Souza e Silva, A. (2004). Mobile Networks and Public Spaces: Bringing multiuser environments into the physical space. Convergence: The journal of research into new media technologies, 10 (1), 15-25. DOI: 10.1177/135485650401000203.
de Souza e Silva, A. (2004). From Simulations to Hybrid Space: How nomadic technologies change the real. Technoetic Arts: An international journal of speculative research, 1 (3), 209-221. Abstract: This paper states that the concept of real is modified by the emergence of nomadic technology devices, which are responsible for creating a ...
de Souza e Silva, A. (2003). From MUDs as space to space as a MUDs: A study about cell phones. In J. Cahill, U. Christensen, H. Cooley, T. Crockett, D. Hodapp, N. Phillips, et. al., (Eds.), Life by design: Everyday digital culture conference proceedings (pp. 115-123). Irvine: University of California, ...
de Souza e Silva, A. (2003). Hybrid Spaces in Art and Science Fiction: From cyberspace to mobile interfaces. Contemporânea: Journal of the graduate program in communications and contemporary cultures at the Federal University of Bahia, Brasil, 1 (1), 223-247.
"Deeper into the Machine: the future of electronic literature". [PDF 703 Kb] [Audio] by HAYLES, N. Katherine. In: RETTBERG, Scott (org.) Proceedings of The Eletronic Literature Organization’s 2002 State of the Arts Symposium. ELO.
"Media Arts@Science: towards a collaborative culture". [PDF web 103 Kb | PDF Print Edition 360 Kb] by MARTIN, Susan. UCLArts Newsletter. School of the Arts and Architecture at UCLA. Volume Six, Number One, Fall.
"Opening the Book on Literature’s Future". [PDF web 103 Kb | PDF Print Edition 360 Kb] by REYNOLDS, Susan Salter. Los Angeles Times, Abril, 14. p.E3 (about the installation database.
"Winkler and de Souza e Silva win the ACADIA 2002 prize". [PDF 258 Kb] UCLA Design | Media Arts News Report 2001-2002, Graduate News – September, p. 6.
de Souza e Silva, A. (2002). From MUDs as space to space as a MUD: Cell phones in art and public spaces. Consciousness Reframed 5: Art and consciousness in the post-biological era, 5, 26. Caerleon, Wales.
de Souza e Silva, A., & Winkler, F. (2002). <strike>database</strike>. In Proceedings of SIGraDi: VI Ibero-American Congress of Digital Graphics / Arte y Diseño Digital (pp. 2014-2017). Caracas, Venezuela. Abstract: This paper is a theoretical essay on the installation database. database is an electronic reading device that deals with the ...
de Souza e Silva, A. (2001-2002). De redes sociais na Internet para redes móveis no espaco híbrido: Um estudo sobre telefones celulares. Série Documenta: Journal of the graduate program in psycho-sociology and social ecology at the Federal University of Rio de Janeiro, Brazil, 8 (12-13), 111-130.
de Souza e Silva, A., & Ferreira, L. (2001). Z — ou como estar imerso no espaço digital. 404nOtFound: Jornal de Ciberpesquisa, Center for Studies and Research on Cyberculture, 1 (6).
de Souza e Silva, A. (2000). Habitar o digital [Inhabiting the digital]. SIGraDi: IV Ibero-American Congress of Digital Graphics, 4, 307-309. Rio de Janeiro, Brazil.