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Full-Text Articles in Social and Behavioral Sciences

What Does A Pandemic Sound Like? The Emergence Of Covid Verbal Art, Karen E. Pennesi Jan 2021

What Does A Pandemic Sound Like? The Emergence Of Covid Verbal Art, Karen E. Pennesi

Anthropology Publications

In times of social upheaval, people create and engage with verbal art for entertainment and a feeling of connection. While millions of people were forced to stay home to reduce the spread of COVID‑19 from March to July 2020, verbal artists posted recorded performances online and viewers had more time than usual to watch and share them. COVID verbal art refers to songs, poems, and comedy skits that mention social and physical distancing, quarantine and isolation, hygiene and cleaning practices, everyday experiences during the pandemic, as well as social and political critiques of policies and practices that explicitly mention COVID‑19 …


The Impact Of The Web And Social Media On The Performance Of Nonprofit Organizations, Namchul Shin May 2019

The Impact Of The Web And Social Media On The Performance Of Nonprofit Organizations, Namchul Shin

Journal of International Technology and Information Management

This research empirically analyzes the impact of both the Web and social media on the performance of nonprofit organizations by using 100 nonprofit organizations ranked by web traction measures, including Facebook Likes and Twitter Followers. Our findings from ANOVA and non-parametric tests demonstrate that nonprofit organizations with higher web traction have greater contributions and grants than others with lower web traction. These findings suggest that the use of the Web coupled with social media promotes better, interactive (two-way) communications with the public, as well as fundraising and that nonprofit organizations that attract more supporters on the Web and social media …


Performing The Quality Of Imperceptible Interactions Between Individuals: A Technological Challenge Regarding The Collective, Marine Theunissen Jul 2018

Performing The Quality Of Imperceptible Interactions Between Individuals: A Technological Challenge Regarding The Collective, Marine Theunissen

Proceedings from the Document Academy

Contemporary technologies allow incredible possibilities of capturing individuals, but a problem arises when it comes to capturing a chorus, that is to say a "collective body" in motion. This proposal will address the problem of the sensitive capture of the quality of the interrelations between individuals, and of their refined interpretation through algorithms to "output” them in other forms. We will address two questions on the subject: how to capture the relations between individuals within a collective? How to create a circular-causal loop, whose artistic material (the digital data) is the interrelations of a collective, without engendering redundancy in their …


It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver Nov 2017

It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver

Ryan Rogers

This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than …


Trying To Restrict Her Range: The Backlash In Response To Ree Drummond, “The Pioneer Woman,” And Drummond’S Agency In Constructing And Profiting From A 21st Century Pioneering Persona, Jennifer R. Oskin May 2016

Trying To Restrict Her Range: The Backlash In Response To Ree Drummond, “The Pioneer Woman,” And Drummond’S Agency In Constructing And Profiting From A 21st Century Pioneering Persona, Jennifer R. Oskin

Masters Theses, 2010-2019

Ree Drummond is the creator of the wildly popular lifestyle blog, thepioneerwoman.com, and star of the Food Network show, “The Pioneer Woman.” This thesis analyzes the rhetorical practices of Ree Drummond, as “The Pioneer Woman,” and how critics’ responses to this constructed persona have taken shape on blogging platforms. To conduct this analysis, I examined a variety of artifacts from Drummond’s public persona including her blog, cookbooks, television episodes, as well as YouTube videos of her public appearances and speaking engagements. I also analyzed the forums in which people respond to “The Pioneer Woman”; this includes op-eds on the …


It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver Aug 2015

It’S Not The Model That Doesn’T Fit, It’S The Controller! The Role Of Cognitive Skills In Understanding The Links Between Natural Mapping, Performance, And Enjoyment Of Console Video Games, Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver

Scholarship and Professional Work - Communication

This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than …


Multiple Account Identity Deception Detection In Social Media Using Nonverbal Behavior, Michail Tsikerdekis, Sherali Zeadally Aug 2014

Multiple Account Identity Deception Detection In Social Media Using Nonverbal Behavior, Michail Tsikerdekis, Sherali Zeadally

Information Science Faculty Publications

Identity deception has become an increasingly important issue in the social media environment. The case of

blocked users initiating new accounts, often called sockpuppetry, is widely known and past efforts, which have attempted to detect such users, have been primarily based on verbal behavior (e.g., using profile data or lexic al features in text). Although these methods yield a high detection accuracy rate, they are computationally inefficient for the social media environment, which often involves databases with large volumes of data. To date, little attention has been paid to detecting online decep- tion using nonverbal behavior. We present a detection …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez May 2013

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Francisco Gerardo Toledo Ramírez

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez Dec 2012

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Electronic Thesis and Dissertation Repository

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …


Relation-Specific Creative Performance In Voluntary Collaborations: A Micro-Foundation For Competitive Advantage?, Terence Ping Ching Fan, Duncan Robertson Jun 2011

Relation-Specific Creative Performance In Voluntary Collaborations: A Micro-Foundation For Competitive Advantage?, Terence Ping Ching Fan, Duncan Robertson

Research Collection Lee Kong Chian School Of Business

A fundamental question in the strategy literature is how sustainable competitive advantage can be generated within one firm and yet difficult to copy by another. We offer one solution to this conundrum by way of relation-specific performance that is developed in creative projects – where the individuals involved have significant latitude on the intended objectives as well as their collaborators on these projects. Because higher-level cognition is involved in navigating such projects from conception to implementation, there is heightened relation-specificity in their performance – as measured by how widely they are adopted by third-party users. This relationspecificity means that any …


Fragmented Liveness / Mediated Moments, Kristen Lovell Apr 2011

Fragmented Liveness / Mediated Moments, Kristen Lovell

Kristen R Lovell

No abstract provided.