2,965 research outputs found

    Lightning Draft

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    Lightning Draft is a web application for drafting Magic: the Gathering cards. Users can visit www.lightningdraft.online to build a deck from randomly generated booster packs. This app was inspired by digital card games such as Hearthstone. Lightning Draft is a quick, fun, and simple alternative to drafting with physical cards

    To what extent could Business Process Management Suite (BPMS) contribute positively to e-learning?

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    The purpose of this paper is to evaluate the effectiveness of Business Process Management Suite (BPMS) as a teaching-learning technology with the lens of the conversational framework (Laurillard 2002). The paper hopes to link commercial technological development with research in teaching-learning technologies and bring about better collaboration between the two. This theoretical evaluation aims to address the preliminary question - could educational communities adopt BPMS, a tool that has evolved from the commercial world to further enhance teaching-learning process? The scope of this paper and its evaluative study will be limited to using the conversational framework. The paper will briefly discuss BPMS and its relation to business process and business process management to provide a brief introduction. The main section of this paper will be a detailed analysis of key BPMS components against the conversational framework. The conclusion will provide a summary of the effectiveness of BPMS as a teaching-learning tool based on the requirements set out by the conversational framework. The results of the conclusion could lead to further empirical research on BPMS as a teaching-learning technology tool and may be the opportunity to request funding to carry out a proof of concept

    The power of belief: Innocents and innocence in children\u27s fantasy fiction

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    The power of belief is a reoccurring theme in fantasy fiction for children and young adults. Oftentimes such belief merely affects the internal make-up of children or child-likecharacters,giving them the confidence that they need to act upon the world, but at other times belief acts to magically impose an imagined reality onto a physical reality. Fairies are brought back from thedead, destinies are divined through a golden compass, phantom stags lead the way to hidden swords. This thesis explores the power of belief and its associations with the innocence of childhood as found in J.M. Barrie’s Peter Pan and Wendy, J.K. Rowling’s Harry Potter series, Philip Pullman’s His Dark Materials, Lewis Carroll’s Alice’s Adventures in Wonderland and Through the Looking-Glass, and L. Frank Baum’s The Wonderful Wizard of Oz. Each of the novels that I explore features child characters whose belief in an imagined reality produces a profound effect on the world around her or him

    The Lawyer: Fall 2017

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    •Between Two Deans•Educating Tech-Savvy Lawyers•Working in the Iconic Northwesthttps://digitalcommons.law.seattleu.edu/thelawyer/1120/thumbnail.jp

    Intellectual Property and Tabletop Games

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    There is a rich body of literature regarding intellectual property’s (“IP”) “negative spaces”—fields where creation and innovation thrive without significant formal protection from IP law. Scholars have written about innovation in diverse fields despite weak or nonexistent IP rights, such as fashion design, fine cuisine, stand-up comedy, magic tricks, tattoos, and sports plays. Instead, these fields rely on social norms, first- mover advantage, and other (non-IP) legal regimes to promote innovation in the absence of IP protection. As a comparison to these studies, this Article comprehensively analyzes the role of IP law in facilitating innovation in tabletop gaming, including board games, card games, and pen-and-paper role-playing games. Over the past several decades, the tabletop gaming industry has seen a proliferation of innovation, but there is surprisingly little in the academic literature about IP and tabletop games. IP rights, including patents, copyrights, and trademarks, each protect certain aspects of games, while at the same time being constrained by doctrinal limitations that leave considerable flexibility for others to develop their own games and adapt or improve upon existing ones. There are also numerous examples of user-based innovation in tabletop gaming. This Article concludes by contending that IP rights, as well as their limitations, play a significant role in facilitating the robust innovation presently occurring in the tabletop gaming field

    The Mother Tongue in a World of Sons: Language and Power in The Earthsea Cycle

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    Between the years 1968 and 1972, professed feminist Ursula Le Guin penned the first three novels of The Earthsea Cycle, a fantasy series, which, at the time, appeared to be a trilogy. However, in 1990 Le Guin added a fourth book, Tehanu, to The Cycle, claiming that it was a necessary revisioning of the male-dominated world of Earthsea. While the original three Earthsea novels do not subvert the patriarchal society of Le Guin\u27s fictitious world, they do reflect her feminist values. Contrary to the charges by detractors that her novels betray feminist dicta, these first three books consistently demonstrate the superiority of what Le Guin considers the feminine qualities of inclusion, balance, and restrained power over the masculine ones of exclusion and dominance. The structuralist view of language revealed in Le Guin\u27s Earthsea Cycle informs her depiction of power and balance and is central to understanding the expression of her feminism in the early Earthsea books. Le Guin seemingly wrote Tehanu to right the wrongs done to women in her first three novels, but in so doing, she overtly politicized the novel, changing the nature of The Earthsea Cycle from children\u27s epic to the adult novel

    Dungeons & Dragons as trasmedia vehicle of the 20th century literature in pop culture

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    With the new possibilities of social media and streaming services, some narratives like table-top role-playing games seem to find their way through pop culture. Their repercussion and referencing in TV shows and the Internet support the increasing awareness in pop culture at the same time that this sort of games is re-configured to meet the modern times in media, keeping their essence of pen, paper and friends around a table. This dissertation analyses the influence of the game in modern texts through its highest representative, Dungeons & Dragons. The successful show Stranger Things serves the purpose of analysing how the nostalgia created around the eighties and its aesthetic use of Dungeons & Dragons as vehicle for the main elements of plot and the focalised vision of the same. The live streaming of role-play sessions has also helped in this spread of the community, like Critical Role, allowing a higher engagement of the audience through the ease of the relaxed atmosphere of friends enjoying their hobby, yet reaching almost a professional level of production and writing. The analysis also discusses the roots of this game in the work of J. R. R. Tolkien and H. P. Lovecraft, highlighting several points of the game like the characterisation of the races, influenced by the concepts in Tolkien’s literature and the addition of a dark element from the cosmic horror genre, introducing recognisable elements of vulnerability, horror and antagonists’ new definitions

    Spartan Daily, February 2, 1977

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    Volume 68, Issue 2https://scholarworks.sjsu.edu/spartandaily/6156/thumbnail.jp

    The Impact of Cultural Assumptions about Technology on Choctaw Heritage Preservation and Sharing

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    Neither the effects of information and communication technology (ICT) on culture nor the cultural roles of ICT are widely understood, particularly among marginalized ethno-cultures and indigenous people. One theoretical lens that has received attention outside of Native American studies is the theory of Information Technology Cultures, or IT Culture, developed by Kaarst-Brown. This theory was a groundbreaking and foundational way to understand underlying assumptions about IT and the conflicts surrounding IT use. Kaarst-Brown identified five archetypal cultural patterns or sets of underlying cultural assumptions about IT that impacted strategic use, conflict, and technology innovation. These dimensions included assumptions about the control of IT, criticality of using IT, value of IT skills, justification of IT investments, and perceived beneficiaries of IT. These dimensions clustered in five archetypal patterns: the Fearful, Controlled, Revered, Demystified, and Integrated IT Culture. The research study described in this thesis builds on Kaarst-Brown\u27s work. This thesis determines the appropriateness and fit of the IT Culture theory and pervasiveness of archetypal patterns within a Native American tribe--the Choctaw Nation of Oklahoma. A mixed-method design, rather than traditional ethnography, is used to explore evidence of Kaarst-Brown\u27s five cultural patterns and their dimensions within the Choctaw Nation. By extending this theoretical lens and utilizing a mixed-method approach, this thesis research contributes to an understanding of the assumptions about technology within a subset of culturally respected Choctaw families. This thesis project highlights the challenge of applying a broad IT theory to a specific ICT and context. Even though there was not 100% correlation between the theoretical lens and the data gathered, this theoretical application yielded valuable results. These results offered insights into the nature of the assumptions about ICT found in a multi-generational subset of people, and potential implications for future ICT development. Choctaws deeply invested in the Tribe\u27s cultural heritage preservation and sharing efforts can now understand the potential impact of ICT before a new ICT is even introduced, rather than after the fact. Also while the original IT Culture theory utilized metaphor and symbols to explain the archetypal patterns, this thesis interpreted a new set of symbols from Choctaw folklore better suited to describe assumptions about ICT within the specific ethno-cultural context. In this project, the researcher is a non-Native American embedded in a community of a once-marginalized and long-suffering Native people, and thus, special considerations are discussed. The Choctaw have found their voice in contemporary society and are passionately asserting their self-determination as a proud Nation. As such, this thesis concludes with a discussion of practical implications for the Choctaw Nation of Oklahoma, as well as implications for Native American, ICT, and mixed-method research
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