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Articles 41581 - 41610 of 89489

Full-Text Articles in Communication

Giving Credit Where Credit Is Due: Avoiding Plagiarism In Christian Writing And Speaking, Gregory A. Smith Jan 2006

Giving Credit Where Credit Is Due: Avoiding Plagiarism In Christian Writing And Speaking, Gregory A. Smith

Faculty Publications and Presentations

Plagiarism is an ethical breach involving the misuse of others' intellectual property. Instances of alleged plagiarism have discredited various Christian ministers and authors. Various style manuals provide guidelines for acknowledging direct quotation, paraphrasing, and other uses of sources. Preachers and teachers should adapt those guidelines to the context of verbal communication.


Impact Of Gender And Ethnic Composition Of South African Boards Of Directors On Intellectual Capital Performance, Jean-Luc Wolfgang Mitchell Van Der Zahn Jan 2006

Impact Of Gender And Ethnic Composition Of South African Boards Of Directors On Intellectual Capital Performance, Jean-Luc Wolfgang Mitchell Van Der Zahn

Research Collection School Of Accountancy

This study examines the association between the gender and ethnic composition of boards of directors and firm performance in a transitional nation. In contrast to prior research that largely focuses on firm performance within a financial context, this study concentrates on intellectual capital performance. Using data collected from 84 South African, empirical results indicate a positive association between the percentage of female and non-white directors on the board and a firm’s intellectual capital performance. Additional analysis shows the designation of female directors as an insider has a negative effect of intellectual capital performance. Designation of female and non-white directors as …


The Cost Of Our Counties, Katherine Mayse, Brian A. Hernandez, Mark Mahoney, Meredith Grunke, Michele Brown, Jessica Donovan, Danielle Welty, John Bender Jan 2006

The Cost Of Our Counties, Katherine Mayse, Brian A. Hernandez, Mark Mahoney, Meredith Grunke, Michele Brown, Jessica Donovan, Danielle Welty, John Bender

College of Journalism and Mass Communications: Student Media

This series of 15 stories examines County government in Nebraska -- how it came to be as it is, what it does. what it costs, and what it means to the people who live in central and western Nebraska. The stories were reported and written by students in the Depth Reporting class at the University of Nebraska-Lincoln College of Journalism and Mass Communications. Cooperating in publication of the 15-part series were the Kearney Hub, North Platte Telegraph, and Scottsbluff Star-Herald.

Contents
Series looks at questions of state's county structure
Despite job's big changes, career lawman still is …


The Pacific Rim New Media Summit Jan 2006

The Pacific Rim New Media Summit

SWITCH

This article describes The Pacific Rim New Media Summit, a two-day pre-symposium for ISEA 2006. Hosted in San Jose, the Summit focused on collaboration and new models for creativity and innovation.


Interview With Joel Slayton: Why The “Pacific Rim”? And Other Questions Answered By Isea 2006/Zeroone Festival Chair, Joel Slayton Jan 2006

Interview With Joel Slayton: Why The “Pacific Rim”? And Other Questions Answered By Isea 2006/Zeroone Festival Chair, Joel Slayton

SWITCH

In this interview, Joel Slayton explains why the Pacific Rim was chosen as one of the four themes for ISEA 2006.


Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson Jan 2006

Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson

Reconstruction: Studies in Contemporary Culture

[First two paragraphs]

At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …


The Bison: 2006, Howard University Jan 2006

The Bison: 2006, Howard University

Howard University Yearbooks

This digital object was funded in part through a grant from the Andrew W. Mellon Foundation. The digitalization of this object was part of a collaborative effort with the Washington Research Library Consortium and George Washington University.


Contents, Discovery Editors Jan 2006

Contents, Discovery Editors

Discovery, The Student Journal of Dale Bumpers College of Agricultural, Food and Life Sciences

No abstract provided.


Discovery: The Student Journal Of Dale Bumpers College Of Agricultural, Food And Life Sciences - Volume 7 2006, Several Authors Jan 2006

Discovery: The Student Journal Of Dale Bumpers College Of Agricultural, Food And Life Sciences - Volume 7 2006, Several Authors

Discovery, The Student Journal of Dale Bumpers College of Agricultural, Food and Life Sciences

No abstract provided.


Letter From The Dean, Gregory J. Weidemann Jan 2006

Letter From The Dean, Gregory J. Weidemann

Discovery, The Student Journal of Dale Bumpers College of Agricultural, Food and Life Sciences

No abstract provided.


Instructions For Authors, Discovery Editors Jan 2006

Instructions For Authors, Discovery Editors

Discovery, The Student Journal of Dale Bumpers College of Agricultural, Food and Life Sciences

No abstract provided.


Driving Deep Semantics In Middleware And Networks: What, Why And How?, Amit P. Sheth Jan 2006

Driving Deep Semantics In Middleware And Networks: What, Why And How?, Amit P. Sheth

Kno.e.sis Publications

No abstract provided.


Knowledge Modeling And Its Application In Life Sciences: A Tale Of Two Ontologies, Satya S. Sahoo, Christopher Thomas, Amit P. Sheth, William S. York, Samir Tartir Jan 2006

Knowledge Modeling And Its Application In Life Sciences: A Tale Of Two Ontologies, Satya S. Sahoo, Christopher Thomas, Amit P. Sheth, William S. York, Samir Tartir

Kno.e.sis Publications

High throughput glycoproteomics, similar to genomics and proteomics, involves extremely large volumes of distributed, heterogeneous data as a basis for identification and quantification of a structurally diverse collection of biomolecules. The ability to share, compare, query for and most critically correlate datasets using the native biological relationships are some of the challenges being faced by glycobiology researchers. As a solution for these challenges, we are building a semantic structure, using a suite of ontologies, which supports management of data and information at each step of the experimental lifecycle. This framework will enable researchers to leverage the large scale of glycoproteomics …


Show Me What You Mean! Exploiting Domain Semantics In Ontology Visualization, Ravi Pavagada, Christopher Thomas, Amit P. Sheth, William S. York Jan 2006

Show Me What You Mean! Exploiting Domain Semantics In Ontology Visualization, Ravi Pavagada, Christopher Thomas, Amit P. Sheth, William S. York

Kno.e.sis Publications

Ontologies build the backbone for many life-sciences applications. These ontologies, however, are represented in XML based languages that are meant for machine-consumption and hence are difficult for humans to comprehend. For a meaningful visualization of these ontologies, it is important that the display of entities and relationships captures the cognitive representation of the domain as perceived by the domain experts. In this paper we present OntoVista, an ontology visualization tool that is adaptable to the needs of different domains, especially in the life sciences. While keeping the graph structures as the predominant model, we provide a semantically enhanced graph display …


Film And Television After 9/11 [Book Review], Marc Ouellette Jan 2006

Film And Television After 9/11 [Book Review], Marc Ouellette

English Faculty Publications

One of the necessary compromises a book such as Film and TV After 9/11 must make is the amount and variety of examples it can provide. In order to be the first book to cover the subject, the book sacrifices the types of materials covered and the variety of themes they depict. Although the editor, Wheeler Winston Dixon, does not do so, the book’s twelve essays slot into four basic categories: analogies, productions altered to suit the "post-9/11" mindset, post-9/11 productions with metaphorical rather than literal linkages to the event and pre-9/11 productions whose viewing must now take that day …


Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette Jan 2006

Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette

English Faculty Publications

Recognizing the growing importance (at least for consumers) of video games as a popular form of narrative fiction, Geoff King and Tanya Krzywinska situate their collection, ScreenPlay: cinema/videogames/interfaces as a text which is corrective, informative and explorative. In the first case, the editors sought essays which would move the critical discourse on video games away from the more familiar but reductive debates surrounding the "effects" of video games (especially on children) and their modes of representation (especially of the female form and violence). Indeed, these have become the sine qua non of video game criticism and one feeds the other …


Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin Jan 2006

Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin

Reconstruction: Studies in Contemporary Culture

As part of her wildly popular Harry Potter fantasy series, author J.K. Rowling created a setting of magical characters to populate magical towns, perform magical jobs, purchase magical products -- and play a magical game called Quidditch. This fast-paced team sport played on broomsticks is both a participant and a spectator sport, and forms a nucleus of leisure activity and discourse in the Harry Potter books. From preschoolers to professionals, wizards in Rowling's world incorporate this virtual sport into their everyday lives. Rowling's development of Quidditch -– some have suggested that Rowling's intense dislike of school hockey practices sparked the …


You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan Jan 2006

You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan

Reconstruction: Studies in Contemporary Culture

From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …


Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams Jan 2006

Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams

Reconstruction: Studies in Contemporary Culture

Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …


The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova Jan 2006

The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova

Reconstruction: Studies in Contemporary Culture

This chapter addresses the issue of card playing in the Russian village of the second half of the nineteenth century. The author challenges a widely spread stereotype that Russian peasants did not play in any other way that merely for fun or for entertainment, but rather shows that this view is inconsistent with historical reality, which places card play at the center of daily social life. Social changes of village life after peasants' emancipation (1861) brought about systematic contacts of rural and urban population in many provinces of the country. As a result, a number of city habits and practices …


The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin Jan 2006

The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin

Reconstruction: Studies in Contemporary Culture

This article takes as its point of departure the fact that playing and tarot cards have generally been ignored as a topic for scholarly research, and suggests a number of reasons as to why this might be the case. While on the one hand cards are perceived as a trivial object, their long association with the occult and gambling further exacerbates the lack of serious interest taken in them. Moreover, because playing cards were imported into Europe from the East, they have been both directly and indirectly conceptualized as signifiers of oriental otherness and treated as a threat to the …


More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle Jan 2006

More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle

Reconstruction: Studies in Contemporary Culture

[First paragraph]

The only function women have in D&D is to serve cookies. Gary Gygax, the most well known of the creators of Dungeons & Dragons, claims he did not make this remark (Gel214th). That he did or not is perhaps, some thirty years after the introduction of the first fantasy role-playing game, of concern only to him. The problematic position of women players is a secure feature of the RPG zeitgeist. While few male gamers may openly challenge the assumption that women can or should play fantasy role games such as Dungeons & Dragons, the function of …


The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy Jan 2006

The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy

Reconstruction: Studies in Contemporary Culture

The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …


The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar Jan 2006

The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar

Reconstruction: Studies in Contemporary Culture

Games are frequently used in speculative literature as a metaphor for real-world activities. In Trouble on Triton, Samuel Delany uses several sorts of games in order to explore complex systems of modeling and interrelationships between fiction and reality, extending a tradition in science fiction of placing games at the very center of social reality. Zaldivar's essay seeks to define some of the concepts of game theory that can be used to understand this complex novel and its representation of human social life. In particular, Zaldivar explores finite and infinite games and their uses within a deconstructive theoretical framework. A …


Finding Voice: Exploring Possibilities Of Healing In Conversations On An Event Of Collective Mass Violence Between Self And Other - An Interaction Between Indian And Pakistani Youth On The 1947 Partition: A Dissertation, Meenakshi Chhabra Jan 2006

Finding Voice: Exploring Possibilities Of Healing In Conversations On An Event Of Collective Mass Violence Between Self And Other - An Interaction Between Indian And Pakistani Youth On The 1947 Partition: A Dissertation, Meenakshi Chhabra

Educational Studies Dissertations

Are there alternatives to using violence between groups that have a history of collective mass violence between them? This is the underlying concern motivating the study: This concern is guided by my personal experience as a third generation Indian, growing up on stories of the 1947 India-Pakistan partition. The 1947 Partition was an event of collective mass violence between Hindus and Muslims. The two countries have since been "enemies." Despite the death and displacement of millions across the border, the event of partition, has been largely kept outside the public discourse. All that remains are personal stories of brutality about …


Suppressing Cultural Sensitivity: The Role Of Whiteness In Instructors' Course Content And Pedagogical Practices, Laura C. Prividera Jan 2006

Suppressing Cultural Sensitivity: The Role Of Whiteness In Instructors' Course Content And Pedagogical Practices, Laura C. Prividera

Basic Communication Course Annual

Research indicates that students of color often experience marginalization in their academic pursuits at predominantly white institutions. This study utilized critical whiteness studies to examine how communication teachers who instructed basic courses enacted cultural sensitivity in their course content and pedagogical practices. Fifteen faculty at seven academic institutions were interviewed about their teaching practices. Three recurring themes emerged in the data analysis: (a) culture and absence, (b) culture and the marginal, and (c) culture and conflict. These themes revealed how whiteness functioned implicitly to place cultural and diversity issues outside of my participants’ knowing and thus outside of their basic …


Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell Jan 2006

Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell

Reconstruction: Studies in Contemporary Culture

Based on research conducted with a multiplayer gaming group, this article introduces and critically outlines the phenomenon of lanning, the practice where computer game players get together to play each other over a local area network or LAN. The author argues that lanning presents a significant challenge to a number of ingrained assumptions about computer gaming. Primary amongst these is that lanning entails players meeting, not just in the virtual world of a game, but also face to face, dealing a blow to theories that gamers are anti-social. The author argues that the sociality of this form of gameplay also …


Role Playing Games As Interactive Fiction, John Miller Jan 2006

Role Playing Games As Interactive Fiction, John Miller

Reconstruction: Studies in Contemporary Culture

This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …


Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler Jan 2006

Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler

Reconstruction: Studies in Contemporary Culture

Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …


Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman Jan 2006

Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …