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Articles 31 - 60 of 92

Full-Text Articles in Other Computer Sciences

Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter May 2022

Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter

Honors Program: Senior Projects (Public)

Video games, like software, need to be designed. Video game development studios tend to use data-driven or art-driven decision-making to design their games. Data-driven decision-making is where active and passive data is collected in order to make informed decisions about the design of a game. Art-driven decision-making is when designers use their artistic intuition to design games, potentially ignoring player data. This paper elaborates on the advantages and disadvantages of both approaches and provides case studies of games designed under both approaches. Based on these studies, for a game to be successful, a combined approach of data- and art-driven decision-making …


Twitter's Role In An Increasingly Polarized Political Climate; A Look Into The 2020 Us Elections, Leanne Kendall Apr 2022

Twitter's Role In An Increasingly Polarized Political Climate; A Look Into The 2020 Us Elections, Leanne Kendall

Honors Projects in Data Science

Amidst politically strained times, one might wonder what has cause such an exaggerated gap between the views of democrats and republicans. For years, research has suggested the US’s voting population is becoming increasingly politically polarized, with one of the causes being social media. This study's purpose is to understand more about the role that social media plays in the polarization of parties in the US. The study is comprised of the analysis of over 3,000,000 tweets from 9/22/2020 through 11/10/2020 that mention or are written by senate and presidential candidates. Natural language processing, network graphing, and sentiment analyses were utilized …


Changeling Vr, Elouise Oyzon Apr 2022

Changeling Vr, Elouise Oyzon

Frameless

Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.


Campus Mobile History Application, Drew Adan, Christine Sears Jan 2022

Campus Mobile History Application, Drew Adan, Christine Sears

Summer Community of Scholars (RCEU and HCR) Project Proposals

No abstract provided.


Video Games And Their Potential As Literacy Tools, Jessica Reich Dec 2021

Video Games And Their Potential As Literacy Tools, Jessica Reich

University Honors Program Senior Projects

Video games are an essential part of emergent popular culture, with millions playing games every day. With how popular gaming has become, it is logical to research its full potential as a literacy tool both inside and outside the classroom. This thesis contributes to the discussion of the importance and potential of video games as a literacy tool that can be utilized educationally and through gaming at home. This thesis includes a section for gaming definitions, a literature review on research on video games and their impact on education and literacy skill development, a discussion of video game narratives, and …


Montage Music Videos: Racial Utopianism Vs. Abstract Cowboys And The Question Of Cultural Montage, Alan E. Blanchard Jun 2021

Montage Music Videos: Racial Utopianism Vs. Abstract Cowboys And The Question Of Cultural Montage, Alan E. Blanchard

USF Tampa Graduate Theses and Dissertations

Along with the explosion of consumer goods in America over the past century came the human impulse to alter these objects to produce new meanings the manufacturers never intended: commercial products become amateur artists’ raw material. We see this with custom cars and the curious blending of clothes. Inevitably, digital commercial products, like music videos, would undergo a similar treatment as seen in DJ Cummerbund’s “mashup” videos “Old Staind Road” and “Blurry in the USA” where he is painting with audio tracks and sculpting with video clips to create new digital art with new meanings uncoupled from industry’s original intent …


Autopia And The Truelist: Language Combined In Two Computer-Generated Books, Nick Montfort Jul 2020

Autopia And The Truelist: Language Combined In Two Computer-Generated Books, Nick Montfort

Electronic Literature Organization Conference 2020

Autopia (Troll Thread, 2016) and The Truelist (Counterpath, 2017) are computer-generated literary books. I reported at ELO 2014 on two of my text-generating “novel machines” (Montfort 2014). The two projects discussed in this paper are about novel-size, but are different sorts of projects. Autopia’s text consists of headline-style sentences made entirely of the singular and plural names of cars. This project manifests not only as a print-on-demand book from a post-digital publisher, but also as a web project and a gallery installation. The Truelist’s 140 pages of verse are available in offset printed book form and also as a …


Pathways To The Native Storyteller: A Method To Enable Computational Story Understanding, Aramide O. Kehinde Jun 2020

Pathways To The Native Storyteller: A Method To Enable Computational Story Understanding, Aramide O. Kehinde

College of Computing and Digital Media Dissertations

The primary objective of this thesis is to develop a method that uses machine learning algorithms to enable computational story understanding. This research is conducted with the aim of establishing a system called the Native Storyteller that plans and creates storytelling experiences for human users. The paper first establishes the desired capabilities of the system and then deep dives into how to enable story understanding, which is the core ability the system needs to function. As such, the research places emphasis on natural language processing and its application to solving key problems in this context. Namely, machine representation of story …


Homo Ludens Moralis: Designing And Developing A Board Game To Teach Ethics For Ict Education, Damian Gordon, Dympna O'Sullivan, Ioannis Stavrakakis, Andrea Curley Jun 2020

Homo Ludens Moralis: Designing And Developing A Board Game To Teach Ethics For Ict Education, Damian Gordon, Dympna O'Sullivan, Ioannis Stavrakakis, Andrea Curley

Conference papers

The ICT ethical landscape is changing at an astonishing rate, as technologies become more complex, and people choose to interact with them in new and distinct ways, the resultant interactions are more novel and less easy to categorise using traditional ethical frameworks. It is vitally important that the developers of these technologies do not live in an ethical vacuum; that they think about the uses and abuses of their creations, and take some measures to prevent others being harmed by their work.

To equip these developers to rise to this challenge and to create a positive future for the use …


Designing A Future: Silicon Valley-Born Brit Biddle '19 Melds Tech And Art Of Mayflower Hill, Mareisa Weil May 2020

Designing A Future: Silicon Valley-Born Brit Biddle '19 Melds Tech And Art Of Mayflower Hill, Mareisa Weil

Colby Magazine

"This education has taught me how to look at a problem and really think about it. And i've been able to balance that out with art." -Brit Biddle '19


Philosophical Perspectives, Jochen Albrecht Apr 2020

Philosophical Perspectives, Jochen Albrecht

Publications and Research

This entry follows in the footsteps of Anselin’s famous 1989 NCGIA working paper entitled “What is special about spatial?” (a report that is very timely again in an age when non-spatial data scientists are ignorant of the special characteristics of spatial data), where he outlines three unrelated but fundamental characteristics of spatial data. In a similar vein, I am going to discuss some philosophical perspectives that are internally unrelated to each other and could warrant individual entries in this Body of Knowledge. The first one is the notions of space and time and how they have evolved in …


The Oceans Above Us: An Augmented Reality Experience, Chris Nalani Dimeo Jan 2020

The Oceans Above Us: An Augmented Reality Experience, Chris Nalani Dimeo

Mahurin Honors College Capstone Experience/Thesis Projects

Augmented reality holds the potential to be the new fabric of our everyday lives.

Also known as AR, augmented reality is any technology that superimposes graphical information over a real-world environment, whether it be through a smartphone screen or visually projected onto the environment. Though it has existed in various forms for decades, augmented reality development is still widely considered the work of experts in technology-related fields.

In November 2019, however, Adobe unveiled a new augmented reality development platform, Project Aero, along with boasts that the app’s intuitive design and integration with other Adobe programs would place AR creation into …


Implementation Considerations For Mitigating Bias In Supervised Machine Learning, Bardia Bijani Aval Jan 2020

Implementation Considerations For Mitigating Bias In Supervised Machine Learning, Bardia Bijani Aval

CSB and SJU Distinguished Thesis

Machine Learning (ML) is an important component of computer science and a mainstream way of making sense of large amounts of data. Although the technology is establishing new possibilities in different fields, there are also problems to consider, one of which is bias. Due to the inductive reasoning of ML algorithms in creating mathematical models, the predictions and trends found by the models will never necessarily be true – just more or less probable. Knowing this, it is unreasonable for us to expect the applied deductive reasoning of these models to ever be fully unbiased. Therefore, it is important that …


The Trolley Problem In Virtual Reality, Jungsu Pak, Ariane Guirguis, Nicholas Mirchandani, Scott Cummings, Uri Maoz Dec 2019

The Trolley Problem In Virtual Reality, Jungsu Pak, Ariane Guirguis, Nicholas Mirchandani, Scott Cummings, Uri Maoz

Student Scholar Symposium Abstracts and Posters

Would people react to the Trolley problem differently based on the medium? Immersive Virtual Reality Driving Simulator was used to examine participants respond to the trolley problem in a realistic and controlled simulated environment.


Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley Aug 2019

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


Mapping In The Humanities: Gis Lessons For Poets, Historians, And Scientists, Emily W. Fairey May 2019

Mapping In The Humanities: Gis Lessons For Poets, Historians, And Scientists, Emily W. Fairey

Open Educational Resources

User-friendly Geographic Information Systems (GIS) is the common thread of this collection of presentations, and activities with full lesson plans. The first section of the site contains an overview of cartography, the art of creating maps, and then looks at historical mapping platforms like Hypercities and Donald Rumsey Historical Mapping Project. In the next section Google Earth Desktop Pro is introduced, with lessons and activities on the basics of GE such as pins, paths, and kml files, as well as a more complex activity on "georeferencing" an historic map over Google Earth imagery. The final section deals with ARCGIS Online …


Low-Cost 8mm/Super 8 Film Digitization Using A Canon 9000f Ii Flatbed Scanner And Photoshop: A Case Study, Kenneth Eckert May 2019

Low-Cost 8mm/Super 8 Film Digitization Using A Canon 9000f Ii Flatbed Scanner And Photoshop: A Case Study, Kenneth Eckert

Journal of Contemporary Archival Studies

For some fifty years, 8mm/Super 8 movie film was a widespread format for home movies and amateur hobbyists; yet the films and projection or telecine transfer equipment are now aging and obscure, presenting a difficulty for archivists and filmmakers. Online DIY solutions usually involve photographing the film with a DSLR and macro bellows, requiring a high degree of expertise and expense. This case study examines typical problems and proposes a simpler and low-cost solution involving using a Canon flatbed scanner with a transparency adapter and improvised film holder, and more importantly, describes technical solutions and script code to straighten and …


3d Procedural Maze & Cave Generation, Jacob Sharp Apr 2019

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …


A Critical Review Of Current Approaches And Practices In Computing Ethics Education, Sophia Farquhar Jan 2019

A Critical Review Of Current Approaches And Practices In Computing Ethics Education, Sophia Farquhar

Dissertations, Master's Theses and Master's Reports

Recent scandals caused by the results of negligent, malicious, or shortsighted software development practices highlight the need for software developers to consider the ethical implications of their work. Computing ethics has historically been a marginalized area within computing disciplines, so educators in these disciplines do not have a common background for teaching the topic. Computing ethics education, although often a required part of coursework, can vary widely in the method of implementation from university to university.

In this report I summarize the insights I gained from interviewing four educators from three different institutions on their pedagogical approaches to computing ethics. …


Data Mining Ancient Script Image Data Using Convolutional Neural Networks, Shruti Daggumati, Peter Revesz Jun 2018

Data Mining Ancient Script Image Data Using Convolutional Neural Networks, Shruti Daggumati, Peter Revesz

School of Computing: Conference and Workshop Papers

The recent surge in ancient scripts has resulted in huge image libraries of ancient texts. Data mining of the collected images enables the study of the evolution of these ancient scripts. In particular, the origin of the Indus Valley script is highly debated. We use convolutional neural networks to test which Phoenician alphabet letters and Brahmi symbols are closest to the Indus Valley script symbols. Surprisingly, our analysis shows that overall the Phoenician alphabet is much closer than the Brahmi script to the Indus Valley script symbols.


Player-Response: On The Nature Of Interactive Narratives As Literature, Lee Feldman May 2018

Player-Response: On The Nature Of Interactive Narratives As Literature, Lee Feldman

English (MA) Theses

In recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player’s experience as a valid interpretation of a video game’s plot. The wide freedom of choice …


Social Media: On Tech-Caves, Virtual Panopticism, And The Science Fiction-Like State In Which We Unwittingly Find Ourselves, Michael Major Apr 2018

Social Media: On Tech-Caves, Virtual Panopticism, And The Science Fiction-Like State In Which We Unwittingly Find Ourselves, Michael Major

Theses

Making use of three historic philosophical thought experiments, this paper blends psychological perspectives with philosophical reasoning to show how social media is corrupting our perception of reality, the result of which is ultimately detrimental to society as a whole. This is accomplished by first using Plato’s “Allegory of the Cave” to analyze and discuss the ways in which social media is limiting humanity’s access to real knowledge. Next, Michel Foucault’s analysis of punishment in its social context, Discipline and Punish, is used to discuss the ways in which social media is adversely affecting our behavior. Finally, Robert Nozick’s “Experience …


In The Beginning... A Legacy Of Computing At Marshall University, Jack L. Dickinson, Arnold R. Miller Ed.E Apr 2018

In The Beginning... A Legacy Of Computing At Marshall University, Jack L. Dickinson, Arnold R. Miller Ed.E

Manuscripts

This book provides a brief history of the early computing technology at Marshall University, Huntington, W.Va., in the forty years: 1959-1999. This was before the move to Intel and Windows based servers. After installation of an IBM Accounting Machine in 1959, which arguably does not fit the modern definition of a computer, the first true computer arrived in 1963 and was installed in a room below the Registrar’s office. For the next twenty years several departments ordered their own midrange standalone systems to fit their individual departmental requirements. These represented different platforms from different vendors, and were not connected to …


The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley Dec 2017

The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley

Undergraduate Theses

Film, drama, and novels are each capable of telling stories in a specialized way. This thesis makes the claim that video games are the newest means of storytelling and that they can tell stories in unique and engaging ways by using choice. The first goal of this thesis is to determine how and why choice is being used by game developers by examining several modern narrative games. After this examination, it is determined that the increase of choice-driven and narrative games have had an impact on the expectations of players, the goals of video games, and on game culture itself. …


Separating Markup From Text, Ronald I. Greenberg, George K. Thiruvathukal Nov 2017

Separating Markup From Text, Ronald I. Greenberg, George K. Thiruvathukal

Computer Science: Faculty Publications and Other Works

As more and more online versions of Humanities texts are created, it is becoming commonplace to embed elaborate formatting, for example, through the use of HTML. But this can interfere with computerized analyses of the original text. While it may seem, at first, straightforward to simply strip markup from text, this is not the reality. Many digital texts add things that appear to be legitimate content according to the markup syntax, for example, line numbers, and even apart from this issue, existing tools for stripping markup produce inconsistent results. Apart from adopting and enforcing strict conventions for adding markup to …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


(Dis)Enchanted: (Re)Constructing Love And Creating Community In The, Shannon A. Suddeth Jun 2017

(Dis)Enchanted: (Re)Constructing Love And Creating Community In The, Shannon A. Suddeth

USF Tampa Graduate Theses and Dissertations

This thesis examines a queer fan community for the television show Once Upon a Time (OUAT) that utilizes the social networking site Tumblr as their primary base of fan activity. The Swan Queen fan community is comprised of individuals that collectively support and celebrate a non-canon romantic relationship between two of the female lead characters of the show rather than the canonic, heterocentric relationships that occur between the two women and their respective male love interests. I answer two research questions in this study: First, how are members of the Swan Queen fan community developing counter narratives of …


Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale Feb 2017

Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale

Dissertations, Theses, and Capstone Projects

First created as part of the Digital Humanities Praxis course in the spring of 2012 at the CUNY Graduate Center, Tandem explores the generation of datasets comprised of text and image data by leveraging Optical Character Recognition (OCR), Natural Language Processing (NLP) and Computer Vision (CV). This project builds upon that earlier work in a new programming framework. While other developers and digital humanities scholars have created similar tools specifically geared toward NLP (e.g. Voyant-Tools), as well as algorithms for image processing and feature extraction on the CV side, Tandem explores the process of developing a more robust and user-friendly …


The Proscriptive Principle And Logics Of Analytic Implication, Thomas M. Ferguson Feb 2017

The Proscriptive Principle And Logics Of Analytic Implication, Thomas M. Ferguson

Dissertations, Theses, and Capstone Projects

The analogy between inference and mereological containment goes at least back to Aristotle, whose discussion in the Prior Analytics motivates the validity of the syllogism by way of talk of parts and wholes. On this picture, the application of syllogistic is merely the analysis of concepts, a term that presupposes—through the root ἀνά + λύω —a mereological background.

In the 1930s, such considerations led William T. Parry to attempt to codify this notion of logical containment in his system of analytic implication AI. Parry’s original system AI was later expanded to the system PAI. The hallmark of Parry’s systems—and of …


The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner Jun 2016

The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner

Liberal Arts and Engineering Studies

No abstract provided.