Dissertations / Theses on the topic '200102 Communication Technology and Digital Media Studies'

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1

Sanson, Kevin. "Goodbye Brigadoon: Place, Production, and Identity in Global Glasgow." Thesis, University of Texas at Austin, 2011. http://hdl.handle.net/2152/ETD-UT-2011-12-4393.

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Goodbye Brigadoon examines the shifting role media production plays in the economic and cultural strategies of global cities in small market nations, specifically Glasgow, Scotland. In particular, this project focuses on the formation of a digital media village along the banks of the River Clyde to argue the site constitutes a logical component to Glasgow’s ongoing transformation into a cosmopolitan center. Yet, as the regional government’s economic strategies and policy directives work to transform the abandoned waterfront into a center of cultural activity, this project also underscores the contradictory cultural dynamics to emerge from media production’s new role in the post-industrial city. At its core, the media hub reveals a regional government more interested in the technology used to deliver “national” stories than the manner of the stories themselves or the cultural practices responsible for creating them. Indeed, Goodbye Brigadoon is most interested in how media professionals based at the emergent cluster negotiate a sense of cultural identity and creative license against the institutional constraints, policy matters, and commercial logic they also must navigate in their workaday rituals. Ultimately, the conclusions offered in this project argue for a more complicated conception of the global-local location where these professionals work. Glasgow’s digital media village, in other words, is much more than an innocuous site of competitive advantage, urban regeneration, and job growth. It is best understood as a site of intense social struggle and unequal power relations where local mediamakers often find the site’s impetus for multiplatform media production an institutionally enforced false promise at odds with the realities of creative labor in the city.
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Wikstrom, Patrik. "Reluctantly virtual : modelling copyright industry dynamics." Thesis, Karlstad University, Sweden, 2006. https://eprints.qut.edu.au/67930/1/FULLTEXT01.pdf.

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During the evolution of the music industry, developments in the media environment have required music firms to adapt in order to survive. Changes in broadcast radio programming during the 1950s; the Compact Cassette during the 1970s; and the deregulation of media ownership during the 1990s are all examples of changes which have heavily affected the music industry. This study explores similar contemporary dynamics, examines how decision makers in the music industry perceive and make sense of the developments, and reveals how they revise their business strategies, based on their mental models of the media environment. A qualitative system dynamics model is developed in order to support the reasoning brought forward by the study. The model is empirically grounded, but is also based on previous music industry research and a theoretical platform constituted by concepts from evolutionary economics and sociology of culture. The empirical data primarily consist of 36 personal interviews with decision makers in the American, British and Swedish music industrial ecosystems. The study argues that the model which is proposed, more effectively explains contemporary music industry dynamics than music industry models presented by previous research initiatives. Supported by the model, the study is able to show how “new” media outlets make old music business models obsolete and challenge the industry’s traditional power structures. It is no longer possible to expose music at one outlet (usually broadcast radio) in the hope that it will lead to sales of the same music at another (e.g. a compact disc). The study shows that many music industry decision makers still have not embraced the new logic, and have not yet challenged their traditional mental models of the media environment. Rather, they remain focused on preserving the pivotal role held by the CD and other physical distribution technologies. Further, the study shows that while many music firms remain attached to the old models, other firms, primarily music publishers, have accepted the transformation, and have reluctantly recognised the realities of a virtualised environment.
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Wolf-Monteiro, Brenna. "Consuming Justice: Exploring Tensions Between Environmental Justice and Technology Consumption Through Media Coverage of Electronic Waste, 2002-2013." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22618.

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The social and environmental impacts of consumer electronics and information communications technologies (CE/ICTs) reflect dynamics of a globalized and interdependent world. During the early 21st century the global consumption of CE/ICTs expanded greatly while the infrastructure behind CE/ICTs, especially the extraction and disassembly phases, became more integrated. This dissertation examines how messages about the social and environmental impacts of CE/ICTs changed during this period and explores the discursive power of actors involved in environmental justice campaigns surrounding the disposal and disassembly of electronic waste (e-waste). The dissertation reports the results of a mixed methods investigation of twelve years of media coverage of e-waste through quantitative content analysis and qualitative document analysis. The analysis examined almost 800 articles from eleven media outlets between 2002 – 2013 and explored differences between legacy media coverage (e.g. The New York Times, USA Today) and coverage from digital news outlets focused on technology (e.g. Ars Technica, CNET, Gizmodo). When the story of e-waste began to gain traction in media outlets, the haze of commodity fetishism cleared for a brief moment and the social relations of exploitation behind the wonders of technology were included in media narratives. While the media coverage about e-waste initially examined environmental justice issues of pollution and labor exploitation, the coverage evolved into focusing on the technical and business solutions to managing the environmental problems and the growth of a private sector profiting from mineral reclamation through electronics recycling.
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Palleis, Robin. "Local Commons : communicating local issues through place-based interventions." Thesis, Ludwig-Maximilians-Universitat Munchen, 2013. https://eprints.qut.edu.au/66733/1/Robin_Palleis_Diploma_Thesis-opt.pdf.

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Due to the numerous possibilities of voicing concerns and the flood of data we are exposed to, local issues are at a risk of being overlooked. Following a research agenda proposed by Foth et al. (2013), this thesis explored the possible contributions of situated digital and tangible media for communicating local issues. Making use of the location of an issue could thereby not only allow to reach the targeted audience but also for a deeper involvement of citizens. Through the development of a design intervention in public space, called Local Commons, the benefits of this approach were investigated. Therefore, the intervention combined digital and tangible media in order to engage the public to contribute and debate different perspectives on a given local issue. The interaction with the intervention was thereby twofold. First, the intervention invited the audience to submit images of their perspectives on the issue, which were displayed on a public screen. Via tangible buttons in front of the screen, the audience then had the possibility to agree or disagree to the displayed perspectives, creating a space for deliberation. In a field study, the concept was subsequently tested and evaluated. The results of this study, although not generalisable, supported the chosen approach of this thesis.
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Wiesner, Kevin. "From “anytime, anywhere” to “here and now”: place and time restrictions in mobile narratives to enhance situated engagement of mobile users." Thesis, Ludwig-Maximilians-Universitat Munchen, 2009. https://eprints.qut.edu.au/67653/1/Diplomarbeit_KevinWiesner_%28Web%29.pdf.

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The usage of the mobile Internet has increased tremendously within the last couple of years, and thereby the vision of accessing information anytime, anywhere has become more realistic and a dominant design principle for providing content. However, this study challenges this paradigm of unlimited and unrestricted access, and explores the question whether constraints and restrictions can positively influence the motivation and enticement of mobile users to engage with location-specific content. Restrictions, such as a particular time or location that gives a user access to content, may be used to foster participation and engagement, as well as to support content production and to enhance the user’s experience. In order to explore this, a Mobile Narrative and a Narrative Map have been created. For the former, the access to individual chapters of the story was restricted. Authors can specify constraints, such as a location or time, which need to be met by the reader if they want to read the story. This concept allows creative writers of the story to exploit the fact that the reader’s context is known, by intensifying the user experience and integrating this knowledge into the writing process. The latter, the Narrative Map, provides users with extracts from stories or information snippets about authors at relevant locations. In both concepts, a feedback channel was also integrated, on which location, time, and size constraints were imposed. In a user-centred design process involving authors and potential readers, those concepts have been implemented, followed by an evaluation comprising four user studies. The results show that restrictions and constraints can indeed lead to more enticing and engaging user experiences, and restricted contribution opportunities can lead to a higher motivation to participate as well as to an improved quality of submissions. These findings are relevant for future developments in the area of mobile narratives and creative writing, as well as for common mobile services that aim for enticing user experiences.
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Rimmer, Matthew. "The Pirate Bazaar: The Social Life of Copyright Law." Thesis, The Faculty of Law, The University of New South Wales, 2001. https://eprints.qut.edu.au/86581/1/fulltext.pdf.

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This thesis provides a cultural history of Australian copyright law and related artistic controversies. It examines a number of disputes over authorship, collaboration, and appropriation across a variety of cultural fields. It considers legal controversies over the plagiarism of texts, the defacing of paintings, the sampling of musical works, the ownership of plays, the co-operation between film-makers, the sharing of MP3 files on the Internet, and the appropriation of Indigenous culture. Such narratives and stories relate to a broad range of works and subject matter that are protected by copyright law. This study offers an archive of oral histories and narratives of artistic creators about copyright law. It is founded upon interviews with creative artists and activists who have been involved in copyright litigation and policy disputes. This dialogical research provides an insight into the material and social effects of copyright law. This thesis concludes that copyright law is not just a ‘creature of statute’, but it is also a social and imaginative construct. In the lived experience of the law, questions of aesthetics and ethics are extremely important. Industry agreements are quite influential. Contracts play an important part in the operation of copyright law. The media profile of personalities involved in litigation and policy debates is pertinent. This thesis claims that copyright law can be explained by a mix of social factors such as ethical standards, legal regulations, market forces, and computer code. It can also be understood in terms of the personal stories and narratives that people tell about litigation and copyright law reform. Table of Contents Prologue 1 Introduction A Creature of Statute: Copyright Law and Legal Formalism 6 Chapter One The Demidenko Affair: Copyright Law and Literary Works 33 Chapter Two Daubism: Copyright Law and Artistic Works 67 Chapter Three The ABCs of Anarchism: Copyright Law and Musical Works 105 Chapter Four Heretic: Copyright Law and Dramatic Works 146 Chapter Five Shine: Copyright Law and Film 186 Chapter Six Napster: Infinite Digital Jukebox or Pirate Bazaar? Copyright Law and Digital Works 232 Chapter Seven Bangarra Dance Theatre: Copyright Law and Indigenous Culture 275 Chapter Eight The Cathedral and the Bazaar: The Future of Copyright Law 319
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Zhang, Alice Jin. "Excavation Sites: Art-ifacts of the Millennial Girl Web Development and Blogging Community of the 2000's to the Early 2010's." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1238.

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When people go online and leave their mark in bytes, how do their traces get preserved, shared, or lost? In the early 2000’s through about 2012, communities of millennial girl web developers and bloggers flourished on the English-speaking Internet. They would write about their intimate lives, code their website designs from scratch, create portfolios of graphics, and forge friendships with fellow bloggers that lasted through years. Most of these blogs are now gone; only patches remain as screenshots on the Internet Archive Wayback Machine. For my senior project, I explored how techniques used in glitch art, normally used for destroying image files for purely aesthetic effects, could also be used to embed texts that could be read by humans inside digital photos. I excavated photos and self-portraits of individual bloggers whose old content has since been erased from their original domains as of 2018. Then, I overrode pieces of each image file with the respective bloggers’ journal entries extracted from https://web.archive.org. The result is a picture irreversibly corroded by the loss of its original data, akin to the state of their bloggers' archived websites. It still functions like any image file in that the picture can be copied, shared, and viewed on another computer. However, unlike a typical image file, it also hides a patchwork of legible English text; one can “dig” into the image’s encoding and uncover nuggets of letters from a past Internet presence--specifically, that of a millennial girl's thoughts on identity, life, and the joys and struggles of coding and managing her own website.
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Mayer, Miriam. "Democratising the City: Technology as Enabler of Citizen-Led Urban Innovation." Thesis, Ludwig-Maximilians-Universitat Munchen, 2018. https://eprints.qut.edu.au/115908/1/Masterarbeit%20Miriam%20Mayer_final_opt.pdf.

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This study deals with finding a way to enable citizen-led urban innovation through technology while concentrating on various aspects of controversial city developments. Therefore the literature concerning this topic is first investigated and current online systems designed for citizens to engage in city development decisions explored. In addition, literature, approaches and systems related to conflict resolution are also presented and discussed. By means of applying multiple design cycles, including several user studies, an online platform for citizens to elaborate controversial ideas for the city together was developed. These design cycles were focused on first finding a suitable process to elaborate on ideas and find consent. The process implementing this is tested during two workshops that portray the procedure that would be realised on the platform. Findings after each workshop are used to revise the process. In order to design a user interface that could implement such a process first an expert focus group was asked to brainstorm solutions for multiple design questions. Considering this input two platform mock-ups were created and shown to participants to receive feedback. A final prototype of the online platform was then implemented and tested in a final user study. During this study participants elaborated an idea together to test the whole resulting product, while being able to use the online platform in an in the wild setting. In spite of discovering how dependent the usage of the platform is on its users, the feedback received for the general idea of using an online platform to elaborate on ideas and find consent was overall positive.
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Casadevall, Dario. "Skunkworks Finder: A Design Study into the Diverse Ecosystem of Creativity and Innovation Spaces." Thesis, Ludwig-Maximilians-Universitat München, 2018. https://eprints.qut.edu.au/122139/1/Masterthesis_DarioCasadevall%20Kopie.pdf.

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Creative people, entrepreneurs and start-up founders using innovation spaces and hubs often find themselves inside a filter bubble or echo chamber, where like-minded people tend to come up with similar ideas and recommend similar approaches to innovation. This trend towards homophily and a polarisation of like-mindedness is aggravated by algorithmic filtering and recommender systems embedded in current technology and social media platforms. Yet, genuine innovation thrives on social inclusion fostering a diversity of ideas. To provide the opportunity to escape these echo chambers, Skunkworks Finder was designed and tested – an exploratory tool that employs social network analysis to help users discover spaces of difference and otherness in their local urban innovation ecosystem. A design inclusive research approach was adapted focusing on user-centred design choices in order to verify and validate the prototype and its according premise. Results show, that an introduction of Skunkworks Finder or similar functionality is anticipated by study participants, as participants indicated individual experiences of forming filter bubbles in innovation spaces. However, changes in design would improve comprehensibility issues addressed during the user study. Additionally, an integration of such a system into an established online tool would ensure a distribution to a wider audience, than focusing only on potential users who are already affiliated with an innovation environment.
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Lyons, Robert. "Investigating Student Gender and Grade Level Differences in Digital Citizenship Behavior." ScholarWorks, 2011. https://scholarworks.waldenu.edu/dissertations/1015.

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The rapid rise of technology, which has become embedded in all facets of 21st century society during the past decade, has fostered a corresponding rise in its misuse. Digital citizenship abuse, a relatively new phenomenon of this electronic age, is a rapidly growing global problem. Parents, schools, and society play roles in supporting appropriate online behavior. Schools must take the lead role to assess and address digital citizenship issues. This ex post facto study investigated the online actions of students in a medium-sized K-12 school district and explored possible causal relationships between online misbehavior and student grade and gender based on data collected from state and district surveys. Kohlberg's theory of moral development, Perkins and Berkowitz's social norms theory, and Bandura's social cognitive theory provided the study's theoretical base. Hypotheses were tested using independent-measures t values, a single-factor, independent-measures analysis of variance (ANOVA), and the chi-square test for independence. With respect to the four components of online student behavior---personal safety, digital citizenship, parental involvement, and cyberbullying---analyses determined that there are significant differences between grade level and gender. As the grade level increased, personal safety risks, digital citizenship abuse, and cyberbullying increased, while parental involvement decreased. Males had significantly more personal safety and digital citizenship issues than females but no significant gender difference for parental involvement. Implications for positive social change include raising awareness of local digital citizenship issues with parents, staff, and students, and ultimately mitigating and preventing student online risky behavior.
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Connelly, Thomas J. "Accelerated Culture: Exploring Time and Space in Cinema, Television and New Media in the Digital Age." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/cgu_etd/50.

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This dissertation seeks to understand the impact of speed on the interrelation and the overlapping of the production and consumption of cinematic and televisual texts. It explores the immediacy of digital media and new economic processes, and how they are informing structures of perception, as well as lending themselves to new and different ways of seeing the moving image in the digital age. These visual expressions are evident in the changing perception of the long take; the increasing use of video gaming aesthetics and database narratives; new and variant forms of narrative and visual styles in television; and the speed of new media technology on new voices and avant-garde expressions in independent and DIY cinema (such as the Internet, personal camcorder, mobile screens, and desktop editing). Conversely, VCR, DVD, DVR devices (as well as online streaming and DVD and Blu-Ray rental sites) have transformed the consumption of the moving image. Time-shifting devices allow for halting and controlling the flow of passing time, permitting for greater textual analysis. And, reciprocally, these new perceptions of the moving image inform expressions of filmic time and space. The speed of digital media and new economic formations raise concerns about lived reality and the attenuation of time, place, and community. It brings forth questions of the waning of pastness and memory, the diminishing of critical distance, and the vanishing of slow time. I argue, however, these shifts that are occurring in cinema and television illustrate that processes of speed are not the prime determinant in the production and consumption of moving images. Rather, they are based on a contingent and open-ended model of articulation--sites where disparate elements are temporary combined, unified, and thus, practiced and lived under the ever-changing conditions of existence.
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Leckner, Sara. "Is the medium the message? : The impact of digital media on the newspaper concept." Doctoral thesis, Stockholm : Medieteknik och grafisk produktion, Kungliga Tekniska högskolan, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4530.

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Sylvester, Olivia L. ""Read Less, Know More"?: The Effect of News Aggregators on Quality Journalism." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/604.

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Today’s digital environment has revolutionized the way journalism is manufactured and consumed. Recent changes both empower citizens and present challenges for news organizations and their journalists. Among these challenges is the rapidly growing news aggregation business. News aggregators are websites that do not produce much original content, but curate and organize news articles created by others using human editorial judgment, computer algorithms, or a combination of both. The purpose of this paper, therefore, is to evaluate the state of the news media and its relationship with news aggregators in an attempt to answer this central question: Do news aggregators facilitate or impede the news industry’s ability to serve its normative functions in a democratic society? I will argue that while aggregators have improved access to news and amplified the amount of information available to citizens, effective democracy requires the existence of news organizations that employ professional journalists who know how to report new information, not merely to restate and repurpose existing articles. News aggregators build their businesses around monetizing third-party content, effectively stealing readership and advertising revenue from the original publishers. This has created a news industry that is undermanned and struggles to produce quality journalism.
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McEwan, Rufus William. "Radio on the internet opportunities for new public spheres? : a thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Communication Studies (MCS), 2008 /." Click here to access this resource online, 2008. http://hdl.handle.net/10292/524.

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This thesis investigates the potential for radio on the Internet to enhance processes of communication and media practice in the form of new a public sphere. Drawing on the work of Marshall McLuhan, the early stages of this thesis present an enquiry into the unique positive qualities of both radio and the Internet. The argument that follows contends that radio presented on the Internet can draw from the perceived technological benefits of each individual medium, combining as a potential site for public spheres. Both Habermas’s liberal public sphere and contemporary critiques of the concept are examined to define a range of principles that could be tested against relevant examples. The increasing commercialisation of the Internet is presented as a challenge to the normative ideals of a public sphere and counter-balances the optimism of a technologically determinist approach. A series of thematic codes are developed from the relevant theory and combined with qualitative interviews. This forms the framework for a thematic analysis of three individual case studies: Unwelcome Guests, an anti-corporate radio programme, SW Radio Africa, “the independent voice of Zimbabwe,” and NH Making Waves, the radio arm of a community peace activist group. The study investigates opportunities for these three individual case studies to act as public spheres, by examining the interplay that occurs between both Internet and radio practices. As the thematic analysis will demonstrate, placing radio content on the Internet presents new opportunities to diversify content and audiences through collaborative production and improved distribution. Recommendations for further research emphasise the need to pursue the Internet’s role in the public sphere potential of radio.
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Phakathi, Bekezela. "Impact of new media technologies on the production of economics news in South Africa : a case study of Fin24.com (www.fin24.com)." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1007631.

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New media technology continues to provide journalists with sophisticated tools that are changing news processing and gathering. Economics journalists in particular have grasped the possibilities offered by new media technologies. Thus, this paper offers a theoretical and practical look at how new media technologies have impacted the production and processing of economics news in South Africa, with a particular focus on Fin24.com which is South Africa's biggest online economics news publication. Using qualitative research methods and the case-study approach, this thesis documents the impact of new media technologies on the production of economics news. It draws on Witschge and Nygren's (2009) framework which describes how new media technologies change the nature in which news is produced and processed. New media technologies in this study will refer to the Internet, particularly search engines like Google, social networking sites such as Twitter and Facebook, Blogs as well as mobile telephony. Economics journalism will here refer to all coverage of economics and business-related news. This is because the case study (Fin24.com) covers both business and economics journalism by strict definition. Findings reveal that these new media technologies have not only changed economics newsgathering and processing but also journalistic routines. The findings generally show that new media technologies make it easier for economics journalists to produce the news quickly and efficiently. Indeed, the most distinguishing characteristic of new media is its overall speed, which is both challenging and attractive. The findings also reveal that new media technologies within a newsroom can be problematic in a number of ways, mainly raising issues of accuracy and credibility thus challenging the profession of economics journalism more than ever.
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Axelsson, Veronica. "What technique is most appropriate for 3D modeling a chair for a movie production?" Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204307.

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Making 3D models with polygon modeling is the most common technique used for a 3D animated movie production, but there are also other good modeling techniques to work with. The aim of this thesis is to examine which of three chosen modeling technique is most appropriate to use for modeling a chair for a 3D animated movie production. I made three models of the same chair design and compared the results. The modeling technique used is polygon modeling, NURBS modeling and digital sculpting. A few factors were considered when I judged which one of the three techniques that was most suitable: The model's geometry, the workflow and the rendering (material and lightning). The three chairs were rendered in the same scene with the same lightning and settings. The results showed that the model's geometry and how smooth it is to work with the modeling technique matter most for judging which technique is the most appropriate. In addition, the results show that how the light falls and reflects the surface depends on how the geometry was placed on the model rather than which of the other modeling techniques that was used.
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Galvez, Chelsea Michelle. "AUTHENTICALLY DISNEY, DISTINCTLY CHINESE: A CASE STUDY OF GLOCALIZATION THROUGH SHANGHAI DISNEYLAND’S BRAND NARRATIVE." CSUSB ScholarWorks, 2018. https://scholarworks.lib.csusb.edu/etd/662.

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In 2016, the Walt Disney Company launched Shanghai Disneyland--the company’s first theme park in mainland China. Entering mainland China poses significant political and cultural challenges for American companies. To address these challenges, Disney pursued a “glocalization” strategy -- it accounted for local norms and values in launching Shanghai Disneyland. This paper examines how Shanghai Disneyland constructed its brand narrative to negotiate tensions in this glocalization process. A semiotic analysis of two Shanghai Disneyland commercials illustrates the ways in which Disney tapped into culturally meaningful themes of harmonic balance and collective identity to produce the park’s brand narrative--“China’s Disneyland.” A thematic analysis also considers how Chinese citizens engaged with that brand narrative on the popular Chinese social network, Weibo. Citizens engaged with this brand narrative in ways that deviate somewhat from Disney’s messaging, such as by avoiding depictions of people in the park. Still, even these deviations aligned with and reinforced the cultural values in the “China’s Disneyland” brand narrative. The study underscores the importance strategically adjusting brand narratives for new markets and accounting for users’ engagement with those narratives.
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Conceição, Sam Adam Hoffmann. "Portal de divulgação científica ciência curiosa: um estudo de caso." Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1029.

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Esta dissertação apresenta o esforço para a criação de um Portal de ensino de ciências para disponibilização de Objetos Educacionais de Ciências Naturais e Divulgação Científica. Foram produzidos Objetos Educacionais em quatro plataformas midiáticas: texto, imagem, áudio e vídeo. Estes objetos foram criados tendo como função sua utilização no ensino de ciências por parte de professores e alunos, mas também para divulgação científica. Todos foram disponibilizados através de um Portal intitulado Ciência Curiosa. Foram produzidos mais de 60 objetos, que obtiveram um número total de acessos maior que 900 mil e assumiram lugar de destaque nos resultados de três sistemas de busca conhecidos, o que certifica o seu valor como proposta de divulgação. Os objetos foram ainda avaliados por um grupo de professores para a validação do seu caráter educacional.
This paper presents the effort to create a science education portal for the provision of Educational Objects of Natural Sciences and Scientific Dissemination. Educational Objects were produced in four media platforms: text, image, audio and video. These objects were created with the function of their use in science teaching by teachers and students, but also for science dissemination. All were made available through a portal titled Ciência Curiosa. More than 60 objects were produced, that have obtained a total number of more than 900 000 views and took pride of place on the results from three popular search systems, thus ensuring its value as a proposed disclosure were produced. The objects were also evaluated by a group of teachers for the evaluation of their educational character.
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Crano, Ricky D'Andrea. "Posthuman Capital: Neoliberalism, Telematics, and the Project of Self-Control." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405531247.

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Cho, Yoonwhan. "New media uses and dependency effect model exploring the relationship between new media use habit, dependency relation, and possible outcomes /." 2009. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.000051185.

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(7011581), Christopher R. Roland. "Online Deceit:The Use of Idiosyncratic Cues in Identifying Duplicitous User-generated Content." Thesis, 2019.

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The emergence of online information-seekers harnessing the aggregated experiences of others to evaluate online information has coincided with deceptive entities exploiting this tool to bias judgments. One method through which deceit about user-generated content can occur is through single entities impersonating multiple, independent content providers to saturate content samples. Two studies are introduced to explore how idiosyncratic indicators, features co-occurring between content messages that implicate a higher probability of deceit, can be used as a criterion to identify content that is not independently authored. In Study 1, analyses of a pairwise comparison of hypothetical reviews revealed that ratings of content independence were significantly lower when review pairs co-occurred in the attributes, text, and usernames compared to being heterogenous. In a high-fidelity experiment, Study 2 assessed if the effect of idiosyncratic indicators on independence is increased in the presence of multiple indicators, if it is attenuated with a high number of reviews, and if it impacts factors relevant to the choice selection process. As expected, the findings of Study 1 were replicated in addition to further revealing that the presence of multiple idiosyncratic cues yielded lower independence ratings. An interaction effect with idiosyncratic indicators and high review number was observed such that the effect of the former on independence was attenuated when there were a high number of reviews to obscure the presence of these indicators.
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Lever, Katie Marie. "Mobile music technology, communication isolation and community building an analysis of college students' use of digital entertainment." 2007. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.16720.

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(9143522), Jessica R. Welch. "Uses and Gratifications of Scientific Subreddits: An Examination of Online Message Typologies and Their Impact." Thesis, 2020.

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This study uses Incivility Spirals and Uses and Gratifications frameworks to explore how people discuss scientific topics on the social media site Reddit. Specifically, the goals of this project were to develop a new typology of online messages, examine how different factors influence online discourse, and determine whether uses and gratifications vary between Subreddits. The dataset consisted of comments on the top ten posts of 2019 from r/EverythingScience and r/Science. These Subreddits were examined because, although they both focus on science, they differ in terms of group rules and moderator style. Human coders and the text analysis software Linguistic Inquiry and Word Count were used to evaluate the comments on a series of dichotomous and continuous variables. These variables were used in a two-step cluster analysis to identify message typologies. Results indicate that there were three types of messages in the dataset: Polite Participation, Emotional Interrogation, and On Topic Information. Further analysis demonstrated that group norms and the first comment in a conversation impact the quality of discourse that takes place. Conversations on r/Science (the more strict Subreddit) that begin with an On Topic Information comment are more likely to be extremely deliberative, while conversation on r/EverythingScience that begin with an Emotional Interrogation comment are more likely to result in incivility spirals. Results also suggest differences in gratifications between Subreddits, with Redditors using r/Science for productive discussion and r/EverythingScience for heated debate. Theoretical and practical implications of these findings are discussed, along with avenues for future research.

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(9764045), Steven James Koontz. "HERMENEUTICS IN SIMULATED ENVIRONMENTS: THE LITERARY QUALITY OF DIGITAL ARTIFACTS." Thesis, 2020.

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The topic of video games is expansive, encompassing numerous domains that have yet to be thoroughly examined within a scholarly context. Modern games, especially those in the adventure and role-playing genres, are oftentimes heavily laden with text, and therefore serve as excellent subjects when formulating hermeneutical models for simulated virtual contexts. Furthermore, many games belong under the umbrella of literary studies due to their reliance upon text to forge interactive, fictional narratives. While this means many games possess qualities that render them germane to academics within the sphere of English studies, they remain neglected outliers due to manifold factors, ranging from outmoded biases against the medium, to a lack of established evaluative methodologies. As a result, the field is largely bereft of consensus strategies for engaging digital works featuring literary exposition and dialogue in the form of on-screen text; however, existing theories, including more abstruse ones relating to ergodic literature, hypertext and cybertext, provide a foundation on which to construct new modalities for assessing texts that exist within virtual environs. Research indicates that audience experiences in text-driven games are markedly different than those offered by analog texts due to their interactivity and non-linearity, thus reinforcing the need for the expansion of existing models. Of additional concern, analyses of modern text-oriented games prefigure some important implications for the areas of pedagogy and textual information conveyance in general. These considerations all coalesce to illustrate the exigency for a new or updated theory for understanding and interpreting text in digital substrates, ultimately allowing for inchoate and emergent art facilitated by technology to be recognized as academically relevant.
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25

Suhr, Hiesun Cecilia. "The mutation of cultural values, popularity, and aesthetic tastes in the age of convergence culture social networking practices of musicians /." 2010. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.000052270.

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26

Olson, Christine. "“I’m Going to Use My Voice”: The Underrepresentation of Women in Digital Content Production." 2014. https://scholarworks.umass.edu/theses/1196.

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Digital content production on user generated Internet media sites has opened up new channels for creators to publish and exhibit their work. This exploratory study uses content analysis, survey, and interview responses from the “I Love Ladies” survey circulating on YouTube, an initiative to encourage dialogue about women and digital content production, in order to identify the cultural and structural aspects of the medium which shape women’s participation and recognition. This community-driven initiative is used as an entry point into the user experiences, site structure, and socio-cultural context of YouTube to better understand how inclusion and exclusion function in discourse communities on commercial, user-generated Internet media sites. By tracking disparities between what is discussed and what is not referenced by participants of this initiative, I developed a series of possible interventions to foster more equal and meaningful participation in Internet content production. The study is therefore designed to forward the feminist agenda toward social justice and greater equality with regard to distribution, recognition, and representation for women (Fraser, 2010). This study contributes empirical evidence and actual user perspectives to work towards a more nuanced understanding of how commercial, user-generated Internet media content can enable and constrain civic engagement for historically underrepresented groups.
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(8801109), Jessica Eise. "The Objective/Subjective Nature of Affordance Use in Digital Environments: Building a Tailored Climate Change Adaptation Website for the Colombian Coffee Sector." Thesis, 2020.

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This dissertation extends our knowledge of digital affordances in communicating complex scientific information by building and testing a climate change adaptation website for the Colombian coffee sector, www.climaycafe.com. This project offers both a practical component (scholarship of engagement) and theoretical component (extension of our understanding of the objective/subjective nature of affordances). Practically, it seeks to create a collaborative and tailored science communication solution for improved information access to support climate change adaptation. Theoretically, it extends our understanding of affordances in a digital environment through a qualitative assessment, specifically how occupational identity influences the subjective nature of affordances. Data is gathered through an iterative qualitative assessment of users’ interpretation of the perceived affordances on the website. The results demonstrate that occupational identity has an influence on perceived digital affordances, particularly influenced by (1) Perceived Social Status of Occupation, (2) Perception of Value Based on Occupational Demands, (3) Occupational Influence on Perceived Reliability and (4) Usability Preferences Based on Occupation. We additionally found that as creators we can set general goals for digital tools and achieve general success in obtaining them, but ultimately the users will dictate their needs within this broader framework. Lastly, there is a self-identified need for more practical knowledge and information access for coffee farmers in these regions of Colombia around climate change adaptation.

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(6622946), Bianca Batti. "Worldbuilding in Feminist Game Studies: Toward a Methodology of Disruption." Thesis, 2019.

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This project engages in an intersectional and interdisciplinary tracing of the emerging field of feminist game studies and the epistemologies and methodologies that exist within this field. Through such tracing, this project asks—what are feminist game studies’ epistemological goals and frameworks? What methodologies can the field draw from in order to achieve these epistemological goals? Ultimately, this project argues that feminist game studies enacts an epistemology of feminist worldbuilding—that is, an inclusive, embodied, space-claiming mode of producing knowledge—and achieves this worldbuilding through methodologies of intersectional disruption in order to perform disruptive feminist interventions into video game culture.

In the first chapter of this project, I make use of a methodology of narrative autoethnography to discuss my experience with online harassment as an inroad into interrogating the bodies at risk in gaming spaces in order to make a case for the need for feminist interventions to disrupt the violent structures within video game culture. The second chapter traces the ways hegemonic, patriarchal frameworks in game studies epistemologically deprivilege material, representational analyses of bodies and culture in the study of games and, instead, argues for the implementation of intersectional approaches to video game culture. The third chapter maps the intersectional feminist methodologies that can be implemented in feminist game studies in order to perform generative and disruptive interventions into video game culture and build feminist worlds.

In the fourth chapter, I apply some of these methodologies of disruption to the alienation of mothers in the gaming industry’s workplace culture and representations of mothers in the games Among the Sleep and Horizon Zero Dawn in order to intervene into video game culture’s prejudicial attitudes regarding labor, mothers, and women. The final chapter continues my autoethnographic work through the connection of my experiences with online harassment to previous experiences with gendered violence and trauma in order to underscore the stakes of feminist game studies praxis. In all these ways, I argue that feminist game studies builds worlds by performing interventions into video game culture through intersectional and pluralistic methodologies of disruption, for such methodologies imagine new, inclusive models of existence and futurity in video game culture.
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Soha, Michael. "Networked, Collaborative, and Activist News Communities Online: A Case Study of Reddit and Daily Kos." 2012. https://scholarworks.umass.edu/theses/951.

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Participatory democracy depends on formations of community and social relations, places and spaces for critical discourse, and the organizational and technical capacity for collective action. This study seeks to better understand how these processes are at work in the virtual realm, and more broadly examine the changing nature of political information and discourse in the online context. Toward this end, I examine two sites that embody different yet highly successful models of user participation, collective content production, and increasingly, political action: the political blogging community of Daily Kos and the social news site Reddit. This study is based on three broad theoretical frameworks of community, discourse, and action. I use work by Michele Willson (2006) to explore how community exists in the virtual realm. Drawing upon the scholarship of Jurgen Habermas (1991) and more recent adaptations and extensions of Habermasian public sphere theory from Aaron Barlow (2006), I ask can online communities set the foundation for a public spheres, and if so, how do they function as virtual public spheres? Building upon understandings of online community and virtual public sphere(s), I utilize work by Manuel Castells (1997) and Jeffrey Juris (2005) to understand how community and discourse can enable collective action. These lines of analysis provide the structure through which I examine Daily Kos and Reddit. Using ethnographic methods, I place the voices and perspectives of users within this theoretical structure to produce a comprehensive look at the function of collaborative online political information communities.
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(6581261), Christa L. Jennings. "Social Media in Politics: Exploring Trump's Rhetorical Strategy During the 2016 U.S. Presidential Campaign Within Twitter's Discursive Space." Thesis, 2019.

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The prevalence of social media in political campaigns are changing the face of politics in the United States and abroad. The rapid pace at which this change is occurring demands inquiry into the previously unexplored area of unconventional political campaign messaging practices on social media. Investigation of Donald Trump’s use of tweets as rhetorical strategy in the discursive space of Twitter during the 2016 U.S. presidential campaign revealed a bypass of traditional media and its source verification processes. This circumventing of mainstream media channels facilitated Trump’s deployment of an unchecked ‘broken system’ narrative alleging government corruption

and a rigged system. Trump’s tweet discourses tapped into existing feelings of disenfranchisement and disaffection felt by a self-identified politically marginalized segment of society. This study

investigates how social media use in political campaigns can serve as a public sphere for contestation of social and political norms. An interdisciplinary theoretical frame comprised of Feenberg’s critical theory of technology, McLuhan’s media ecology, Fraser’s counterpublic spheres, and Iser’s implied reader offer new understandings about the power of anti-establishment discourses and a hybrid discursive space to destabilize governing institutions and redefine social and political identities. Study of Trump’s tweets as rhetorical strategy granted insights into the social and political capacity of alternative truth to undermine the political process. Further, it uncovered the power of social media to awaken and leverage existing political identities for personal political gain.

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Brooks, Dorcas A. "Situated Architecture in the Digital Age: Adaptation of a Textile Mill in Holyoke, Massachusetts." 2011. https://scholarworks.umass.edu/theses/575.

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The City of Holyoke, Massachusetts is one of many aging, industrial cities striving to revitalize its economy based on the promise of increased digital connectivity and clean energy resources. But how do you renovate 19th century mills to meet the demands of the information age? This architectural study explores the potential impact of sensing technologies and information networks on the definition and function of buildings in the 21st century. It explores the changes that have taken place in industrial architecture since 1850 and argues for an architecture that supports local relationships and environmental awareness. The author explores the industrial history of Holyoke, appraises emerging uses of sensing technologies and presents a thorough narrative of her site analysis and conceptual design of a digital fabrication and incubation center within an existing textile mill.
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(8630730), Chih-Yuan Chou. "An Exploratory Study on The Trust of Information in Social Media." Thesis, 2020.

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This study examined the level of trust of information on social media. Specifically, I investigated the factors of performance expectancy with information-seeking motives that appear to influence the level of trust of information on various social network sites. This study utilized the following theoretical models: elaboration likelihood model (ELM), the uses and gratifications theory (UGT), the unified theory of acceptance and use of technology model (UTAUT), the consumption value theory (CVT), and the Stimulus-Organism-Response (SOR) Model to build a conceptual research framework for an exploratory study. The research investigated the extent to which information quality and source credibility influence the level of trust of information by visitors to the social network sites. The inductive content analysis on 189 respondents’ responses carefully addressed the proposed research questions and then further developed a comprehensive framework. The findings of this study contribute to the current research stream on information quality, fake news, and IT adoption as they relate to social media.
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Van, der Westhuizen Leonie Magdalena. "Teachers' understanding and use of digital play for language acquisition in Grade R." Diss., 2019. http://hdl.handle.net/10500/26395.

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Teachers tend to use traditional teaching methods, even though young learners are more digitally oriented. The purpose of this study was to analyse teachers' understanding and practices in grade R classes to clarify their use of digital play for language acquisition. The participants consisted of eight grade R teachers at one selected primary school in an urban area that had access to digital technology. Bronfenbrenner's ecological systems theory as a theoretical framework informed this study. This qualitative single case study generated data from teacher participants and their interaction with the learners. The data generation included semi-structured individual interviews, focus group interviews, and non-participant observations. Analyses to answer the research questions were conducted by means of thematic analysis. The main finding was that grade R teachers have some knowledge and understanding of digital play and they are willing to try new games, but they feel they need to know more about digital technology and the use of digital games for language acquisition. Recommendations include the need for the development of more digital games relevant to language acquisition and for teachers to adopt relevant pedagogies to benefit from available digital games. A similar study in a rural area and a comparison between this study and such a study will then be useful in determining teachers' understanding and use of digital play for language acquisition.
Onderwysers is geneig om tradisionele onderrigmetodes te gebruik, selfs al is jong leerders meer digitaal georiënteerd. Die doel van hierdie studie was om onderwysers se begrip en praktyke in graad R-klasse te ontleed, om hul gebruik van digitale spel vir taalverwerwing duidelik te maak. Die deelnemers het bestaan uit agt graad R-onderwysers by een uitgesoekte laerskool in ʼn stedelike gebied, met toegang tot digitale tegnologie. Hierdie studie is geïnspireer deur Bronfenbrenner se ekologiese stelselteorie as ʼn teoretiese raamwerk. Hierdie kwalitatiewe enkelgevallestudie het data van onderwyser-deelnemers en hul interaksie met die leerders gegenereer. Die datagenerering het halfgestruktureerde individuele onderhoude, fokusgroeponderhoude en niedeelnemer-waarnemings ingesluit. Die vernaamste gevolgtrekking was dat graad R-onderwysers oor ʼn mate van kennis en begrip van digitale spel beskik en dat hulle bereid is om nuwe speletjies te probeer, maar hulle voel hulle behoort meer te weet van digitale tegnologie en die gebruik van digitale speletjies vir taalverwerwing. Aanbevelings sluit in: die behoefte aan die ontwikkeling van meer digitale speletjies wat op taalverwerwing betrekking het; en dat onderwysers tersaaklike pedagogieë moet inspan om uit die beskikbare digitale speletjies voordeel te trek. ʼn Soortgelyke studie in ʼn landelike gebied en ʼn vergelyking tussen hierdie studie en so ʼn studie sal dan nuttig wees om onderwysers se begrip en gebruik van digitale spel vir taalverwerwing te bepaal.
Barutiši ba na le go šomiša mekgwa ya sekgale ya go ruta, le ge e le gore baithuti ba baswa ba na le tsebo ya theknolotši. Morero wa nyakišišo ye e be e le go sekaseka mašomelo le kwešišo ya barutiši ka diphapošing tša kreiti R go hlalosa tšhomišo ya bona ya papadi ya ditšitale ya go ithuta polelo. Bakgathatema ba bopilwe ke barutiši ba seswai ba kreiti R sekolong se se kgethilwego sa poraemari ka nagasetoropong seo se nago le theknolotši ya ditšitale. Teori ya mekgwa ya ekolotši ya Bronfenbrenner bjalo ka foreimiweke ya teori e thekgile nyakišišo ye. Kheisesetati ye e tee ya khwalithethifi e tšweleditše datha go tšwa go bakgathatema ba e lego barutiši le kopano ya bona le baithuti. Tšweletšo ya datha e akareditše dipoledišano tša motho o tee ka o tee tša go beakanywa seripa, dipoledišano tša go nepiša sehlopha, le ditlhokomelo tša ba go se kgathe tema. Ditshekatsheko go araba dipotšišo tša dinyakišišo di dirilwe ka go šomiša tshekatsheko ya thematiki. Kutullo ye kgolo e bile gore barutiši ba kreiti R ba na le tsebo le kwešišo ye nyane ya papadi ya ditšitale le gore ba rata go leka dipapadi tše diswa, eupša ba kwa ba nyaka go tseba tše ntši ka ga theknolotši ya ditšitale le tšhomišo ya dipapadi tša ditšitale tša go ithuta polelo. Ditšhišinyo di akaretša nyakego ya tlhabollo ya dipapadi tša ditšitale tše ntši tša maleba go ithuteng polelo le gore baithuti ba amogela serutiši sa maleba gore ba holege dipapading tša ditšitale. Nyakišišo ye bjalo nagamagaeng le papišo gare ga nyakišišo ye le nyakišišo ye bjalo gona e tla ba le mohola taetšong ya kwešišo ya barutiši le tšhomišo ya papadi ya ditšitale ya go ithuta polelo.
Curriculum and Instructional Studies
M. Ed. (Curriculum Studies)
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Stasko, Carly. "A Pedagogy of Holistic Media Literacy: Reflections on Culture Jamming as Transformative Learning and Healing." Thesis, 2009. http://hdl.handle.net/1807/18109.

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This qualitative study uses narrative inquiry (Connelly & Clandinin, 1988, 1990, 2001) and self-study to investigate ways to further understand and facilitate the integration of holistic philosophies of education with media literacy pedagogies. As founder and director of the Youth Media Literacy Project and a self-titled Imagitator (one who agitates imagination), I have spent over 10 years teaching media literacy in various high schools, universities, and community centres across North America. This study will focus on my own personal practical knowledge (Connelly & Clandinin, 1982) as a culture jammer, educator and cancer survivor to illustrate my original vision of a ‘holistic media literacy pedagogy’. This research reflects on the emergence and impact of holistic media literacy in my personal and professional life and also draws from relevant interdisciplinary literature to challenge and synthesize current insights and theories of media literacy, holistic education and culture jamming.
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35

(6615803), Ashley E. Rice. "Factors Influencing Indiana Residents' Level of Interest in Engaging with Purdue University." Thesis, 2019.

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The land-grant university system was founded in the 19th century as a public means to help improve people’s everyday lives. A century and a half later, the challenges that the public faces to live a quality life are constantly changing, creating a need for the land-grant system to respond and adapt to continue to fulfill its mission. While the literature contains a wealth of conceptual papers addressing the role and mission of land-grant universities, relatively few papers could be found that reported empirical data or proposed and tested metrics for public engagement constructs. The current study sought to address this void in the literature through the investigation of factors influencing Indiana residents’ level of interest in engaging with Purdue University. Mail survey methods were used in which up to three contacts were made with adult members of 4,500 Indiana households identified through address-based sampling. Stratified random sampling was employed to ensure adequate rural household participation for other project purposes. Usable responses were received from 1,003 households representing 87 Indiana counties for a total response rate of 26%.

A theoretical perspective was developed from Public Sphere Theory and the social science writings of Jurgen Habermas and Alexis de Tocqueville. Descriptive findings revealed some to moderate concerns about community and social issues such as affordable health care, violent crime, pollution and prescription drug abuse. Moderate levels of anomie, or perceived social disconnectedness, were also reported by respondents. Several items tapped respondents’ past levels of interaction with and current perceptions of Purdue University. Nearly a fifth of respondents reported interacting with Purdue University by having visited a website for news or information, followed by interacting with a Purdue University Extension professional. Regarding perceptions of Purdue University, the results of this study revealed relative consensus among respondents that Purdue University makes a positive contribution to the state of Indiana through its educational, research and outreach programs. For a majority of the perceptual items regarding Purdue University, more than one-third of the respondents neither agreed nor disagreed with the statement, suggesting some areas in which the university might improve its reputational standing with Indiana residents in the future. Nearly one-quarter to about half of the respondents indicated interest in topical areas addressed by Purdue Extension programs as well as an interest in engaging with the university. Respondents reported the highest levels of interest in free Extension programs in their local area, followed by the topics of science and technology, health and well-being, and gardening.

A predictive model of respondent interest in engaging with Purdue University was developed and tested using binary logistic regression procedures. The model was shown to be of modest utility in accounting for variance in respondent interest in engaging with Purdue University, explaining 12% to 16% of total variance. Past interaction with Purdue University, perceived level of concern for social and community issues, and highest level of education were the strongest predictors in the model.

The current research was completed in 2019 as Purdue University celebrated its 150th anniversary. Results and implications of this study provide important insight into current engagement levels, concerns and perceptions of residents within the state of Indiana, whom the university is mandated to serve. One of the study’s primary contributions is the establishment of baseline engagement data on current levels of Indiana residents’ interest in engaging with Purdue University on selected topics. Findings from this study could be of benefit to university administrators, faculty, staff and Extension professionals in assessing and improving future programming and setting strategic priorities. This study also adds to the conceptual and empirical body of literature, which may help inform future public engagement efforts at other land-grant universities. Periodic social science and public opinion research is needed to keep pace with the changing needs and perceptions of Indiana residents. Different data collection modes should be utilized to reach more audience segments and add to the growing knowledge base of public engagement.
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