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Articles 301 - 330 of 331

Full-Text Articles in Digital Humanities

A New Kind Of Body Project: Blogging And The American Teen Girl, Sarah E. Beach Nov 2014

A New Kind Of Body Project: Blogging And The American Teen Girl, Sarah E. Beach

Mahurin Honors College Capstone Experience/Thesis Projects

Through a framework of Joan Jacobs Brumberg’s 1997 work, The Body Project, this paper seeks to provide insight into how the American teenage girl’s body project has adapted and changed through the use of online blogging. Brumberg found that over the course of the 20th century, girls changed their focus from an inner body project to an outer one. The paper uses a sample of 40 blogs, read in the month of April, 2014, and is divided up into four blog types: diary, pro-ana, style, and whole-self. By reading a girl’s online thoughts, readers will gain valuable insights …


Episode 12: Lauren Zafonte & Cathy Ciccone, Thomas Kenny Mphil Nov 2014

Episode 12: Lauren Zafonte & Cathy Ciccone, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Lauren Zafonte (current student) and Cathy Ciccone (alumnus) about professional communications. They will talk about classes, internships, and give the student perspective of professional communications. This podcast includes a sound clip for a communications department production, Day Dreamer Sleep Walker which can be found at https://www.youtube.com/watch?v=d5wIrv56J0Y


Episode 11: Anna D'Aloisio, Thomas Kenny Mphil Oct 2014

Episode 11: Anna D'Aloisio, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Anna D'Aloisio, communications department faculty member. They cover professional communications, public relations, writing, brands, internships, LinkedIn, and more. This episode also includes a clip of The Welcoming Committee which can be viewed at https://www.youtube.com/watch?v=UsJaCc2xnoI


Episode 10: Matt Rizzo, Thomas Kenny Mphil Sep 2014

Episode 10: Matt Rizzo, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Matt Rizzo (alumnus & former employee) during the first episode of the Fall 2014 semester. This episode also features a clip from the student work Witness by Jess Schaefer which can be found at https://www.youtube.com/watch?v=Rc_o5TG2T0A


"Warning: This Is A Must Read": Participation And Disruption In Social Artifacts And Spaces, Angela M. Harrison Eng Jul 2014

"Warning: This Is A Must Read": Participation And Disruption In Social Artifacts And Spaces, Angela M. Harrison Eng

English Theses & Dissertations

As I show in three separate case studies, content, technology, and participant relationships are key components in the design of social artifacts and spaces. One study highlights the invention and evolution of content across multiple spaces. The second shows content used as leverage for authority. The last case study examines the relationship between content and technological interfaces and how disruption may not always be successful.

All of these components make up what I refer to as disruption. Disruption describes participant acts that are executed to change existing power-based structures of information sharing. Using the insights gained from this research, I …


Episode 9: Mike Boland, Thomas Kenny Mphil Apr 2014

Episode 9: Mike Boland, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with friend, colleague, & mentor Mike Boland. Mike worked for over 30 years with NBC and also worked 5 Olympics, one of which happened after his retirement.


Episode 8: Chris Perkowski, Thomas Kenny Mphil Mar 2014

Episode 8: Chris Perkowski, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Chris Perkowski, current student. Chris is a communications major specializing in media. Chris talks about his home town, family, and communication studies.


Episode 7: Karenlyn Baron, Thomas Kenny Mphil Feb 2014

Episode 7: Karenlyn Baron, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Karenlyn Barone, alumnus and web editor with the Molloy IT department. Karenlyn talks about her background and what made her an atypical communications student.


Cyberbook: An Introduction To Topics In Cyberculture, Western Kentucky Univeristy Department Of Communication Jan 2014

Cyberbook: An Introduction To Topics In Cyberculture, Western Kentucky Univeristy Department Of Communication

Communication Student Publications

No abstract provided.


Episode 6: Mike Mendez, Thomas Kenny Mphil Jan 2014

Episode 6: Mike Mendez, Thomas Kenny Mphil

Communication Students Podcasts

Professor Tom Kenny speaks with Mike Mendez, alumnus. Mike talks about the changes to the communications program since he graduated in 2008 and how the field has moved from "jack of all trades" professionals to specializations.


The Mayaarch3d Project: A 3d Webgis For Analyzing Ancient Architecture And Landscapes, Jennifer Von Schwerin, Heather Richards-Rissetto, Fabio Remondino, Giorgio Agugario, Gabrio Girardi Sep 2013

The Mayaarch3d Project: A 3d Webgis For Analyzing Ancient Architecture And Landscapes, Jennifer Von Schwerin, Heather Richards-Rissetto, Fabio Remondino, Giorgio Agugario, Gabrio Girardi

Department of Anthropology: Faculty Publications

There is a need in the humanities for a 3D WebGIS with analytical tools that allow researchers to analyze 3D models linked to spatially referenced data. Geographic Information Systems (GIS) allow for complex spatial analysis of 2.5D data. For example, they offer bird’s eye views of landscapes with extruded building footprints, but one cannot ‘get on the ground’ and interact with true 3D models from a pedestrian perspective. Meanwhile, 3D models and virtual environments visualize data in 3D space, but analytical tools are simple rotation or lighting effects. The MayaArch3D Project is developing a 3D WebGIS—called QueryArch3D—to allow these two …


Crosswords At A Crossroad: The Puzzle Turns 100. What Is The Clue To Its Survival?, Lynn J. Feigenbaum Apr 2013

Crosswords At A Crossroad: The Puzzle Turns 100. What Is The Clue To Its Survival?, Lynn J. Feigenbaum

Institute for the Humanities Theses

Celebrating the 100th anniversary of the crossword on Dec. 21, 2013 will be a dedicated, demanding and outspoken following – an online community that may be the key to its future as a popular American pastime. The crossword puzzle has always had a tight-knit core of fans, even in its earliest years. But, for the most part, doing a crossword was a solitary pursuit. That has changed with the advent of a burgeoning fan community on the internet, a virtual community of crossword enthusiasts. It is not far-fetched to regard the saga of the crossword as a microcosm of modern …


The User Experience Of Participation: Tracing The Intersection Of Sociotechnical Design And Cultural Practice In Digital Ecosystems, David L. Jones Apr 2013

The User Experience Of Participation: Tracing The Intersection Of Sociotechnical Design And Cultural Practice In Digital Ecosystems, David L. Jones

English Theses & Dissertations

In this dissertation, I combine methods from Technical Communication, Cultural and Media Studies, and User Experience Design to trace the social and creative practices of social web participants. Using actor network theory, I explore the concept of participation as social and creative practice that demands coordinative knowledge work enacted within a cultural space. Leveraging the insight gained from this research, I develop the user experience of participation as a research and design methodology that privileges the movement of people and information in order to structure and re-structure social connections.

I explore this methodology through three intersections between people and technology. …


Geospatial Virtual Heritage: A Gesture-Based 3d Gis To Engage The Public With Ancient Maya Archaeology, Heather Richards-Rissetto, Jim Robertsson, Jennifer Von Schwerin, Giorgio Agugario, Fabio Remondino, Gabrio Girardi Jan 2013

Geospatial Virtual Heritage: A Gesture-Based 3d Gis To Engage The Public With Ancient Maya Archaeology, Heather Richards-Rissetto, Jim Robertsson, Jennifer Von Schwerin, Giorgio Agugario, Fabio Remondino, Gabrio Girardi

Department of Anthropology: Faculty Publications

This paper presents our research to develop a gesture-based 3D GIS system to engage the public in cultural heritage. It compares two types of interaction—device-based vs. natural interaction— and summarizes the beta-testing results of a 3D GIS tool for archaeology, called QueryArch3D, in which participants used device-based interaction (i.e. mouse and keyboard). It follows with a description of the gesture-based system—that we developed in response to these beta-tests. The system uses QueryArch3D and Microsoft’s Kinect to enable people use body movements (in lieu of keyboard or mouse) to navigate a virtual reality landscape, query 3D objects, and call up photos, …


Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette Jan 2013

Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette

English Faculty Publications

In the epigraph to this collection, we return to a foundational text of the western literary canon, Homer’s Odyssey, and see in Penelope’s “bow contest” an illustrative moment in the history of game culture. Having fought in the Trojan War and having survived his ten-year trek home, the weary Odysseus cannot simply show up—the returning hero must rout the odious suitors whom Penelope has forestalled. In order to buy more time for vengeance, Odysseus disguises himself as an old beggar; in order to buy more time for deferral, Penelope creates an unwinnable game: she will marry the suitor able …


Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette Jan 2013

Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette

English Faculty Publications

Despite, and perhaps because of, popular press reactions to stereotypical depictions of beefy boys and busty babes in video games, the realm of gender, sex, and sexuality remains a lacuna in the emerging field of game studies. Of particular interest is the notion of performance and the ways this impacts both on gender and on game play. The combination might be expected to offer a very interesting way of approaching LGBTQ characters in digital games, especially given the recent inclusion of such characters in some popular and well-studied game franchises, including Grand Theft Auto (Rockstar 1997-present), Jade Empire (BioWare 2005-08) …


Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette Jun 2012

Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette

English Faculty Publications

The singular—maybe more aptly put as the pre-eminent—image that occurs when reading Gaming Matters is that of duelling dualisms. While this is a tried-and-true method of covering a topic, from the dissoi logoi to “The Owl and the Nightingale” and beyond, it is the site and the subject of these apposites that makes for an intriguing if (intentionally) unsettling read. The very title of the book makes the exercise of reading (and likely of writing) a part of and apart from this process. Gaming Matters stands as both call and catalogue. Gaming matters, most certainly, in terms of its audience, …


Kinect And 3d Gis In Archaeology, Heather Richards-Rissetto, Fabio Remondino, Jim Robersson, Jennifer Von Schwerin, Giorgio Agugiaro, Gabrio Girardi Jan 2012

Kinect And 3d Gis In Archaeology, Heather Richards-Rissetto, Fabio Remondino, Jim Robersson, Jennifer Von Schwerin, Giorgio Agugiaro, Gabrio Girardi

Department of Anthropology: Faculty Publications

This paper explores the potential of using Microsoft's Kinect to create a low-cost and portable system to virtually navigate, through a prototype 3D GIS, the digitally reconstructed ancient Maya city and UNESCO World Heritage Site of Copan in Honduras. The 3D GIS, named QueryArch3D, was developed as part of the MayaArch3D project (http://mayaarch3d.unm.edu), which explores the possibilities of integrating databases and 3D digital tools for research and teaching on ancient architectures and landscapes. The developed system, based on the Flexible Action and Articulated Skeleton Toolkit (FAAST), controls in a remote and touchless mode the movements in the 3D environment in …


Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson Jan 2012

Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson

English Faculty Publications

This edition is as much about Game Studies as it about the games being studied. At its heart there are really two impulses behind the collection of critical thought we have been fortunate enough to gather for this issue of Reconstruction. First, there is the sense that games can’t do anything. Second, there is the sense that games don’t do anything. Their origin (and the underlying biases) makes these sentiments particularly intriguing. In the simplest terms, these premises delineate competing camps, as well. Roger Ebert notoriously asserts that video games will never be art (Ebert). Similarly, and yet quite differently, …


Porting Transmedia Storytelling To Journalism, Kevin Timothy Moloney Jan 2011

Porting Transmedia Storytelling To Journalism, Kevin Timothy Moloney

Electronic Theses and Dissertations

This thesis examines how the methods of transmedia storytelling emerging in the entertainment industry might be used in a journalism context. Journalism is facing many crises, not the least of which is a loss of readership and perceived relevance to its public. Presented with an ever-expanding array of media with which to interact, the public is more difficult to attract to a socially relevant issue or a politically important story. Faced with similar issues, the entertainment industry has developed a means to engage with fans in a way that draws them across multiple media platforms, better captures their imagination and …


Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette Jul 2010

Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette

English Faculty Publications

This project stems from two intersecting strands. The statement, "I can always find out," neatly summarizes the intersection. Not surprisingly, it has two distinct but simultaneous meanings. The first, in which "always" means "every time," considers the ways in which the ability to find knowledge has become synonymous with expertise and examines the elements that have fostered this situation. In this regard, factors such as the range of software and hardware-from Wikipedia and FAQs to cellphones and Ipods-which anticipate or "think" for the user but also require constant updating are both rationale and outcome for their youthful consumers. When combined …


“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette Sep 2008

“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette

English Faculty Publications

Although critics and scholars have considered the extent to which the terror attacks of 11 Sept. 2001 influenced subsequent media productions, video games comprise a largely unexamined form. This oversight also applies to related forms of media production and among those who study video games is in part attributable to the ongoing debate regarding the relationship(s) between narrative and play. Even so, as early as 1997, JC Herz was investigating the role of video games in the military-entertainment complex. That said, the focus of this paper will not be the obvious games which draw settings and plots directly from the …


"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette Jun 2007

"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette

English Faculty Publications

This essay stems from two cultural strands, which intersect in one cultural form, the sports film. The first of these is the figure of the "star," as opposed to hero, who is interested only in self promotion. The second strand, masculine nurturing, provides a direct counterpoint to the first. Sociologist Robert Connell explains that "In historically recent times, sport has come to be the leading definer of masculinity in mass culture" (54). In North America, sport plays an important and increasing role in our culture. Each of the four major sports leagues added teams in the last decade of the …


Letter From The Executive Director: Queer Studies Goes Digital, Paisley Currah Jan 2007

Letter From The Executive Director: Queer Studies Goes Digital, Paisley Currah

Center for LGBTQ Studies (CLAGS)

Google books, journals available only online, Wikipedia. With so much knowledge going digital, is print culture on its way our? While print probably won't disappear as a scholarly medium in the foreseeable future, it is important that CLAGS remain at the cutting edge not just in terms of the kinds of research we support, but in terms of how we disseminate that research. We are currently involved in several long-term projects to share digital resources with our membership and the community at large, expanding on our longstanding commitment to making print and analog materials available that are often not accessible …


The Photocopied Self: Perzines, Self-Construction, And The Postmodern Identity Crisis, Steve Bailey, Anita Michel Apr 2004

The Photocopied Self: Perzines, Self-Construction, And The Postmodern Identity Crisis, Steve Bailey, Anita Michel

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Mike Gunderloy, creator of Factsheet 5, and co-author of The World of Zines, offers the following definition of perzines:

A personal zine, or perzine, is the most intimate kind of zine. It allows the editor/writer many freedoms, not the least of which is spouting off about anything or nothing-in-particular without worrying about editorial policies and other rules of regimented periodicals. It's also a way of corresponding with any number of people simultaneously while maintaining an aura of intimacy and friendship. And something else to remember when you're reading (or writing) a perzine -- because this intimacy …


"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette Jan 2004

"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette

English Faculty Publications

This article considers the combination of game play and narrative which combine to produce cross-gender identifications in video games, a previously underexamined potential for the production of alternate genders, one which calls into question the stability of gender, particularly masculinity, as a construct.


Review Of Burger With The Works, Please! A Webjournal For Students Of The Humanities, Alexandra Ganser Apr 2003

Review Of Burger With The Works, Please! A Webjournal For Students Of The Humanities, Alexandra Ganser

Reconstruction: Studies in Contemporary Culture

No abstract provided.


Teens' Use Of Traditional Media And The Internet, Carrie La Ferle, Steven M. Edwards, We-Na Lee May 2000

Teens' Use Of Traditional Media And The Internet, Carrie La Ferle, Steven M. Edwards, We-Na Lee

Temerlin Advertising Institute Research

As the teen market segment expands and spending power increases, advertisers are cognizant of the importance in understanding traditional and emerging media trends in reaching this new generation of consumers. Increasing penetration of the internet at home and at school encouraged the authors to examine teens' relationships with media. Time allocation across media and the needs fulfilled by each medium were investigated. The study further explored how the internet, given its ability for two-way communication, stacks-up against interpersonal communication sources. Influences of gender and home access to the internet were analyzed, as were the methods teens use to learn about …


Conjuring Post-Worthlessness: Contemporary Web Art And The Postmodern Context: Part 1, Brett Stalbaum Jan 1997

Conjuring Post-Worthlessness: Contemporary Web Art And The Postmodern Context: Part 1, Brett Stalbaum

SWITCH

This article is part one of two of an analysis of the Jean Baudrillard's essay, "A Conjuration of Imbeciles". This essay compares the idea of art as a metaphor for French politics and the “uselessness” of contemporary art. A sense of postmodernism is drawn from that comparison and relates to contemporary art shared on the World Wide Web. Inevitable messages and meaning found in art will change, but economics and distribution continues to ground the economy on a global scale. Therefore, contemporary art represented on the web actively dates the practice of art, and the value of the practice is …


12 Monkeys, Collette Sweeney May 1996

12 Monkeys, Collette Sweeney

SWITCH

The article depicts the visual and conceptual significance of the film “12 Monkeys”, directed by Terry Gilliam and starring Bruce Willis and Brad Pitt. In this film, movie genres and tropes are called into question. Terry Gilliam presents a visions of the future, but relies on the conventions of the American Western Formula. Gilliam tales a distinct approach to typical characters, allowing his proragonists to become onlookers to the foreboding issue at play. What Gilliam achieves in his 12 Monkeys is making the viewers “entertain” that the future depicted in the movie may be seen as a warning.