30 research outputs found
Sticks and Stones May Break My Bones but Words Will Never Hurt Me...Until I See Them: A Qualitative Content Analysis of Trolls in Relation to the Gricean Maxims and (IM)Polite Virtual Speech Acts
The troll is one of the most obtrusive and disruptive bad actors on the internet. Unlike other bad actors, the troll interacts on a more personal and intimate level with other internet users. Social media platforms, online communities, comment boards, and chatroom forums provide them with this opportunity. What distinguishes these social provocateurs from other bad actors are their virtual speech acts and online behaviors. These acts aim to incite anger, shame, or frustration in others through the weaponization of words, phrases, and other rhetoric. Online trolls come in all forms and use various speech tactics to insult and demean their target audiences. The goal of this research is to investigate trolls\u27 virtual speech acts and the impact of troll-like behaviors on online communities. Using Gricean maxims and politeness theory, this study seeks to identify common vernacular, word usage, and other language behaviors that trolls use to divert the conversation, insult others, and possibly affect fellow internet users’ mental health and well-being
Pocket size interactive films: Embedding the mobile devices’ features, characteristics and affordances into filmic interactive narratives.
Throughout the history of interactive film, creators have experimented with different modes of interaction to allow for the viewers’ agency. As interactive films have not yet established a standardised form, projects have continually been shaped by new technology. Over time, viewers have shifted from the cinema, to televisions, the personal computer and recently the mobile device. These devices further extend the interactive capabilities that are at the creators’ disposal. Therefore, this thesis proposes that mobile devices could facilitate new forms of interactive film that make use of these features.
This study investigates the integration of the mobile devices’ characteristics, features and affordances into an interactive film project that is both viewed and interacted with on a mobile device. First and foremost, it establishes whether the mobile device can be successfully used by authors to relay interactive films. Secondly, it gives insights into design considerations for authors that aim to make use of the mobile devices’ features. Additionally, the thesis gathers insights into the use of game-engine technology for developing similar interactive film projects.
The research begins with a literature review establishing the historical and academic context in regards to interactive- films, narratives, and interfaces, thereby focussing on mobile devices. Consecutively, a selection of projects is surveyed to garner insights into the current state of the art. These sections are then used to inform the practice-based part of this thesis in which the production of an interactive film project will be comprehensively documented. A concurrent think-aloud usability test, accompanied by a reflection on the outcomes and production process will conclude the research. The outcome suggests that mobile devices can act as successful vessels for interactive narratives. However, usability tests as well as reflection reveal that the thesis project cannot be strictly classified as an interactive film. Therefore, suggestions for future research as well as insights into the retention of filmic quality can be made in retrospect. Additionally, The use of game-engines for interactive film authoring proves to allow creators rapid prototyping and ease of implementation. Though their use might impact projects by over-complicating interaction paradigms more extensively used in game production.Media files notes:
Project Documentation of Creations; an interactive short film for the mobile device.
Media rights: CC-BY-NC-ND 4.
An embodied interaction analytical framework : in games that promote teamwork
Orientadora: Dra. Luciane Maria FadelTese (doutorado) - Universidade Federal do Paraná, Setor de Artes,
Comunicação e Design, Programa de PĂłs-Graduação em Design. Defesa : Curitiba, 20/05/2022Inclui referĂŞncias: p. 205-219Resumo: Esta tese tem como foco a interação corporificada em jogos que promovem o trabalho em equipe. A base teĂłrica desta pesquisa Ă© construĂda na literatura sobre o trabalho em equipe, espaços narrativos, a teoria do fluxo, a suspensĂŁo de descrença, a criação ativa da crença, a agĂŞncia, a robĂłtica educacional e tambĂ©m a interação corporificada. Os dados foram coletados durante jogos de robĂłtica centrados em um tapete de competição especificamente desenvolvido para esse propĂłsito. Esse tapete de competição com a temática de uma fazenda foi desenvolvido usando o mĂ©todo do duplo-diamante como o cenário principal para quatro jogos de robĂłtica. Os jogos foram estruturados em formato de workshop. Um total de dezesseis workshops foram realizados de setembro a dezembro de 2019 em Curitiba e SĂŁo Paulo, onde os dados foram coletados por meio de gravações e de um questionário. O mĂ©todo do Close Reading Ă© utilizado em dois momentos desta pesquisa. Primeiro, como mĂ©todo de análise do objeto de design (tapete de competição) criado para o workshop e, em seguida, como mĂ©todo de análise das gravações e das interações extraĂdas dos jogos de robĂłtica. Durante essas atividades, os jogadores se movimentavam constantemente pelo espaço fĂsico. Os resultados destacaram este movimento e a "crença compartilhada" que gerou uma dinâmica de ações. Estas ações misturavam realidade fĂsica e visões sociais para fomentar interações com outros atores e objetos, como o tapete, os computadores e os robĂ´s. AlĂ©m disso, os resultados indicam que a maioria das interações corporificadas ocorreram tanto no Ambiente quanto nas Molduras Espaciais. Os gestos observáveis foram categorizados em quatro etapas: planejamento, execução, celebração/feedback, e gestos ligados a momentos de reflexĂŁo/análise. Um mĂ©todo de interpretação dessas expressões corporais dentro de cada etapa do jogo foi desenvolvido usando cartões coloridos. Estes cartões organizaram os dados aplicados ao desenvolvimento de um Framework analĂtico que apoia e fomenta as atividades de trabalho em equipe. O Framework AnalĂtico de Interação Corporificada destaca a interação humano-objeto que fomenta a interação humano-humano para incentivar e praticar o trabalho em equipe por meio da colaboração e da liderança.Abstract: This thesis focuses on the embodied interaction in games that promote teamwork. The theoretical foundation of this research is built on the literature about teamwork, narrative spaces, flow theory, the willing suspension of disbelief, created belief, agency, educational robotics, and embodied interaction. Data were collected during robotic games explicitly designed to have a field mat environment as the center of the action. A field mat with a farm theme was the primary setting for four robotic games. It was developed using the double-diamond method. These games were structured as a workshop. A total of sixteen workshops were conducted from September to December of 2019 in Curitiba and SĂŁo Paulo, where data was collected through recordings and a questionnaire. The Close Reading method is used in two moments of this research. First, it was used to analyze the design object (field mat) created for the workshop. Second, it was applied to scrutinize recordings and analyze interactions of the robotics games. Players had to move around the physical space during the robotics games constantly. The results highlighted this motion and the shared belief that generated a dynamic of actions. These actions mixed physical reality and social views to foster interactions with other actors and objects, such as the mat, the computer, and the robot. In addition, the results indicate that most of the embodied interactions took place in both the Setting and the Spatial Frames. The observable gestures were categorized as planning, execution, celebration/feedback, and gestures connected to moments of reflection/analysis. A method of interpreting body expressions in these four game stages was developed using colored cards. These cards organized the data applied to developing an analytical framework that supports and fosters teamwork activities. The Embodied Interaction Analytical Framework highlights human-object interaction that foments human-human interaction to encourage and practice teamwork through collaboration and leadership
KEER2022
AvanttĂtol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202
Electronic Imaging & the Visual Arts. EVA 2019 Florence
The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities
Suffolk University Academic Catalog, College of Arts and Sciences and Sawyer Business School, 2022-2023
This catalog contains information for both the undergraduate and graduate programs in the College of Arts and Sciences and the Sawyer Business School.https://dc.suffolk.edu/cassbs-catalogs/1184/thumbnail.jp
Suffolk University Academic Catalog, College of Arts and Sciences and Sawyer Business School, 2021-2022
This catalog contains information for both the undergraduate and graduate programs in the College of Arts and Sciences and the Sawyer Business School.https://dc.suffolk.edu/cassbs-catalogs/1183/thumbnail.jp