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Examining The Discovery Behaviors Of Comics Consumers, Tara Mccarron Apr 2023

Examining The Discovery Behaviors Of Comics Consumers, Tara Mccarron

Book Publishing Final Research Papers

The comics consumer base is big and it’s only getting bigger. And yet, very little research has been done on the consumer behavior of comics reads. In order to broaden the accessibility to comics consumer research, this paper examined the discovery behavior of 56 survey participants. The survey included questions pertaining to demographics, frequency of comics consumed, genres of comics consumed, formats used to consume comics, and methods used to discover comics. Due to limited scope, this paper focused solely on format preferences, discovery preferences, and the most-popular genre preferences. Based on this research, graphic novels remained the preferred format …


Flipgrid And Second Language Acquisition Using Flipgrid To Promote Speaking Skills For English Language Learners, Annelise Difilippantonio-Pen May 2020

Flipgrid And Second Language Acquisition Using Flipgrid To Promote Speaking Skills For English Language Learners, Annelise Difilippantonio-Pen

Master’s Theses and Projects

Integrating twenty-first century skills within the classroom has become a global driving force within the educational field. While schools have adopted models of one-to-one technology or digital formats for native English speakers, addressing the twenty-first century skills for English language learners have been absent. Given that the present global society is driven on bilingualism and multilingualism, English language learners need to be given the equitable digital opportunity to build their twenty-first century skills. The purpose of this mixed methods research study is to explore the influence and use of the digital application, Flipgrid, on the oral, English development for foundational, …


Reverse Engineering The First Humanities Computing Center, Steven E. Jones Jan 2018

Reverse Engineering The First Humanities Computing Center, Steven E. Jones

English Faculty Publications

The Jesuit scholar, Roberto Busa, is often called the founder of humanities computing. In fact, starting as early as 1949, he collaborated with IBM to perform experiments using suites of punched-card machines. These punched-card data systems—with their plug-board setups, clacking machinery, and flurries of perforated rectangular cards—were developed for business accounting and tabulating, and adapted for government censuses, defense calculations, archival management, and information processing of all kinds. The first decade of humanities computing can more accurately be described as an era of humanities data processing—in the historically specific and contextually rich sense of the term. This essay describes an …


Digital Expressionism And Christopher Wheeldon’S Alice’S Adventures In Wonderland: What Contemporary Choreographers Can Learn From Early Twentieth-Century Modernism, Kelly Oden Apr 2015

Digital Expressionism And Christopher Wheeldon’S Alice’S Adventures In Wonderland: What Contemporary Choreographers Can Learn From Early Twentieth-Century Modernism, Kelly Oden

Butler Journal of Undergraduate Research

How can classical ballet adapt to a world that is in an ever more rapid state of flux? By uncovering an example of the kind of interdisciplinary artistic collaboration that contributed to the thriving artistic environment of the early twentieth century, a model for artistic success emerges. By examining modernism and Sergei Diaghilev’s Ballets Russes in relation to Christopher Wheeldon’s groundbreaking 2011 ballet Alice’s Adventures in Wonderland, a correlation between the success of the Ballets Russes and the success of Wheeldon is exposed. I argue that by applying the modernist practice of interdisciplinary interaction to his own productions, Wheeldon …


Pullinger's And Joseph's Inanimate Alice And Intercultural Engagement, Ana Abril Dec 2014

Pullinger's And Joseph's Inanimate Alice And Intercultural Engagement, Ana Abril

CLCWeb: Comparative Literature and Culture

In her article "Pullinger's and Joseph's Inanimate Alice and Intercultural Engagement" Ana Abril analyzes Kate Pullinger's and Chris Joseph's digital graphic novel and game. Inanimate Alice offers a model for online education environments and has been widely acclaimed. However, Abril's ana-lysis suggests possible ways for improving the empathic and educational potential of the novel/game for interpersonal and intercultural benefit. Abril bases her analysis on the theories of human interpersonal communication and then applies these findings to Inanimate Alice and suggests improvement so that participants would be able to decide if they want to play from the viewpoint of their own …


Revisiting Modernism And The Ballets Russes: What Contemporary Choreography Can Learn From Diaghilev, Kelly Oden May 2014

Revisiting Modernism And The Ballets Russes: What Contemporary Choreography Can Learn From Diaghilev, Kelly Oden

Undergraduate Honors Thesis Collection

In order to discover some of the features of what contemporary choreographers, dancers, artists, and musicians can learn from the Ballets Russes and the defining artistic movement of which they were a part-modernism-we must first take a journey back to Paris in the early twentieth century and work to unravel modernism's meaning in relation to different artistic media. We must ask complicated questions: What is modernism? What defines artistic success? What does it take to make something truly new? By asking such questions we can come to a deeper understanding of the conditions necessary to create a thriving artistic environment …


2014 Greenleaf Review (No. 27), Sigma Tau Delta Jan 2014

2014 Greenleaf Review (No. 27), Sigma Tau Delta

The Greenleaf Review

No abstract provided.


From Pulp To Webpage: Homestuck And Postmodern Digital Narrative, Austin Gunner Litwhiler May 2013

From Pulp To Webpage: Homestuck And Postmodern Digital Narrative, Austin Gunner Litwhiler

English

Homestuck by Andrew Hussie is a work developed entirely as an experiment in using the internet as a storytelling medium. In order to analyze this drastically new form of story, born and grown on the internet, I must initially analyze the two genres it best fuses; Homestuck is published serially and episodic, and largely contains media elements of the Graphic Novel. However, Homestuck also mixes into the story areas where reader choice and interactivity, animated cut scenes, and music in a fashion that imitates a video game. I’ll be examining Homestuck as a primary text, first inspecting its form and …