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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
441

Playing for impact : the design of civic games for community engagement and social action / Designing large-scale games for community engagement

Schirra, Steven M. (Steven Michael) January 2013 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013. / "June 2013." Cataloged from PDF version of thesis. / Includes bibliographical references (p. 103-113). / In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the digital realm as the new frontier for promoting engagement. Increasingly, digital games are being designed for the express purpose of promoting community engagement and social action. My thesis examines this emerging practice of civic game design. Within this thesis, I analyze several cases wherein games have served as successful tools for fostering civic learning and promoting further civic action. An analysis of Darfur is Dying (2006) reveals how casual serious games can deliver short, persuasive messages that compel players to take direct action outside of the game. Participatory Chinatown (2010) shows how a locally networked online game can transform a face-to-face community meeting through the use of digital role-play. I ground this analysis historically by looking to the 1960s and 70s for examples of non-digital civic games. Fair City (1970) helped local residents understand and navigate the complexities of a federal urban development program, and The Most Dangerous Game (1967) shows the sophistication of designers of this era with a serious game that reached thousands of players though the use of television and phone networks. Together, all of these games point to a growing field of design and research that will continue to influence how everyday citizens engage in civic life. / by Steven M. Schirra. / S.M.
442

Reading between the lines : blueprints for a worker support infrastructure in the peer economy

Cheng, Denise Fung January 2014 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2014. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 107-114). / Look around you. What unassuming skills or assets are just bursting with potential? Meet the peer economy, where people monetize skills and assets they already have using online, peer-to-peer marketplaces. Lyft, Shapeways, Etsy, Skillshare... these platforms enable strangers to transact confidently. Instead of education, reskilling or being network rich, new marketplaces emerge everyday to reconfigure people's existing assets and skills into income generating opportunities. Airbnb, TaskRabbit, KitchenSurfing, Postmates... From small-scale manufacturing to space sharing to personal services, amateurs and professionals alike can easily jump in. As an alternative to full-time employment with benefits-a 20 century model worn thin-the peer economy (sometimes called the "sharing economy") is setting imaginations on fire. At its best, the peer economy can reintegrate people who are defined out of the traditional workplace and, therefore, the traditional economy (the elderly, homemakers, those with varying physical and mental ableness, those at risk for human trafficking, etc.). At its worst, it exploits human labor and degrades human dignity. Between positive and negative speculations, I have identified five particularly sticky issues: 1. Can peer economy opportunities comprise a livable work lifestyle? 2. Who is accountable when something goes wrong? 3. Do legal classifications override social relationships? 4. Can providers cultivate a collective voice? 5. How do peer economy actors historically contextualize the model? The thesis begins with a historical overview of how we have arrived at this moment of possibility. The second act brings readers up to speed on conversation among investors, startups, cities, policy makers, entrenched interests, media, scholars and critics, and labor advocates. As antecedents to the peer economy, I introduce marginalized movements in the third chapter that could inform how the peer economy develops; I believe that this space can be a distributed network that matchmakces providers' needs with capacity across the sector. From 2013-2014, I conducted ethnographic field research to suss out emergent needs among peer economy providers, and I summarize the results in chapter four before finally tying together why the peer economy-regardless of speculation-has been so captivating. This thesis is a confluence of historical analysis, economic theory, sociology, rhetorical analysis, qualitative and ethnographic fieldwork, and legal precedents that culminates in interventions for the peer economy. First and foremost, it considers whether the peer economy is a livable work lifestyle. The peer economy is a charismatic and rapidly spreading concept that is fundamentally transforming the way many people think about employment. / by Denise Fung Cheng. / S.M.
443

Civic crowdfunding : participatory communities, entrepreneurs and the political economy of place

Davies, Rodrigo January 2014 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2014. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 151-173). / Crowdfunding, the raising of capital from a large and diverse pool of donors via online platforms, has grown exponentially in the past five years, spurred by the rise of Kickstarter and IndieGoGo. While legislative attention in the US has turned to the potential to use crowdfunding as a means of raising capital for companies, less attention has been paid to the use of crowdfunding for civic projects - projects involving either directly or indirectly, the use of government funds, assets or sponsorship, which may include the development of public assets. This project analyzes the subgenre of civic crowdfunding from three perspectives. First, it provides a comprehensive quantitative overview of the subgenre of civic crowdfunding, its most common project types and its geographic distribution. Second, it describes three edge cases, projects that, while uncommon, demonstrate the current limits, aspirations and potential future path of the subgenre. Third, it analyzes the historical and intellectual paradigms within which civic crowdfunding projects and platforms are operating: whether they are best located within the historical context of community fundraising, participatory planning, entrepreneurial culture or a combination of the three. In addressing these questions, the thesis will explore the potential benefits and challenges of using crowdfunding as a means of executing community-oriented projects in the built environment, and offer proposals for how public and non-profit institutions can engage with crowdfunding to realize civic outcomes. / by Rodrigo Davies. / S.M.
444

Better the data you know : developing youth data literacy in schools and informal learning environments

Deahl, Erica (Erica Sachiyo) January 2014 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2014. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 115-119). / We live in an era of unprecedented growth in the use and impact of data. While large institutions are using data about individuals to drive decision-making, small organizations and civic hackers are using open and public data to innovate for social good. Meanwhile, the educational and informational resources to enable individuals to understand this data remain scarce. Individuals and communities are often unaware of the data being collected about them, the data they are contributing, and the ways in which that data is being used. Although the Open Data movement has given some individuals a new opportunity to interface with data directly, the public at large lacks the skills and knowledge to take advantage of this opportunity. This thesis argues that we need to support the public - especially youth - in developing data literacy, so that they are equipped to think critically and ethically about data. I make this case in four ways. First, I contextualize the need for data literacy by describing the historical evolution of institutional data collection practices, contemporary uses of data that have had a profound impact on institutions and individuals, and the potentially problematic consequences of data modeling. Second, I propose a definition of "data literacy," situate the concept within the landscape of new media literacies, and describe settings, methodologies, and tools that can be used to support it. Third, I analyze two data literacy initiatives that enable youth to use data to investigate and address real-world issues: one in an informal learning environment, Young Rewired State's Festival of Code, and the other in a public school, City Digits: Local Lotto. Fourth, I analyze the challenges facing data literacy initiatives - from the constraints of the public school environment, to the challenges of reaching diverse audiences and supporting open-ended learning. I propose three design principles to guide researchers, educators, and practitioners in shaping future data literacy initiatives. / by Erica Deahl. / S.M.
445

My pins are my dreams : Pinterest, collective daydreams, and the aspirational gap / Pinterest, collective daydreams, and the aspirational gap

Zhong, Lingyuxiu January 2014 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2014. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 90-101). / In the early twentieth century, the emergence of national market and maturation of color printing technologies brought a revolution in advertising. Consumers received and collected many colorful advertising images and pasted them into scrapbooks. Nowadays, a group of visually-driven social commerce sites like Pinterest.com provides a platform on which both businesses and consumer-collectors publish, collect, and circulate images en masse. This thesis examines historical scrapbooks as well as a variety of Pinterest collections through the theoretical lens of sociology to determine whether Pinterest enables new modes of collection, consumption and community formation. This thesis shows that while collections of commercial images of products are often spaces in which we express consumer desires for products and engage in hedonistic imaginative play, the socially-networked nature of Pinterest allows a new type of malleable, global and taste-based community to develop that can engage in collective imaginative play. / by Lingyuxiu Zhong. / S.M.
446

Indian comics as public culture

Das, Abhimnanyu, S.M. Massachusetts Institute of Technology January 2009 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2009. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 83-85). / The Amar Chitra Katha (ACK) series of comic books have, since 1967, dominated the market for domestic comic books in India. In this thesis, I examine how these comics function as public culture, creating a platform around which groups and individuals negotiate and re-negotiate their identities (religious, class, gender, regional, national) through their experience of the mass-media phenomenon of ACK. I also argue that the comics, for the most part, toe a conservative line - drawing heavily from Hindu nationalist schools of thought. In order to demonstrate these arguments, I examine selected groups of ACK titles closely in the first two chapters. I perform a detailed content analysis of these comics, considering the ways in which they draw upon history and primary texts, the artistic and editorial choices as well the implications of these decisions. In the third chapter, I draw a picture of the consumption of these comics, studying the varying interpretations and reactions that fans across generations have had to the works, connecting their conversations to my argument about ACK as public culture. In doing so, I hope to demonstrate the extent of ACK's role in the popular imagination of its large readership as well as the part it plays in the negotiation of their identities as Indians. / by Abhimnanyu Das. / S.M.
447

Knock-offs, fakes, replicas, and reals : a cultural supply chain of counterfeit fashion / Cultural supply chain of counterfeit fashion

Swartz, Deja Elana January 2009 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, September 2009. / Cataloged from PDF version of thesis. "August 2009." / Includes bibliographical references (pages 95-99). / This thesis attempts to uncover the emotional and cultural economics of material culture. What does it mean for material good to be "fake"? What are the salient aspects that are being copied and are those aspects purely material? How does counterfeit branded fashion function as craft, as commodity, and as idea? The first chapter, Productions, looks not just at how fakes are made but what makes a fake, at how fake branded luxury goods are produced, both materially and immaterially. The second, Exchanges, examines the three most common sites of exchange, street markets, online message boards, and purse parties, and how the culture of exchange at each site produces a value specific to that site. The final chapter, Ownerships, explores how owners and observers make meaning from branded luxury goods, real and fake, and how, more specifically, how emerging legal discourses misunderstand the nature of creativity in fashion. To conclude, it considers what it might mean, more holistically, to use branded objects made, bought, and used outside of authorized channels, to constitute everyday life. / by Deja Elana Swartz. / S.M.
448

The missing links : an archaeology of digital journalism / Archaeology of digital journalism

Andrew, Liam Phalen January 2015 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 159-172). / As the pace of publishing and the volume of content rapidly increase on the web, citizen journalism and data journalism have threatened the traditional role of institutional newsmaking. Legacy publishers, as well as digital-native outlets and aggregators, are beginning to adapt to this new news landscape, in part by drawing newfound value from archival stories and reusing older works. However, this trend's potential remains limited by technical challenges and institutional inertia. In this thesis I propose a framework for considering the news institution of the digital era as a linked archive: equal parts news provider and information portal, the linked archive places historical context on the same footing as new content, and emphasizes the journalist's role as news explainer and verifier. Informed by a theoretical, historical, and technical understanding of the web's structural affordances and limitations, and especially by the untapped networking power of the hyperlink, I suggest how publishers can offer an archive-oriented model of structured, sustainable, and scalable journalism. I draw from concepts and lessons learned in library and computer science, such as link analysis, network theory, and polyhierarchy, to offer an archivally-focused journalistic model that can save time for reporters and improve the research and reading process for journalists and audiences alike. This allows for a treatment of news items as part of a dynamic conversation rather than a static box or endless feed, revitalizing the news archive and putting the past in fuller and richer dialogue with the present. / by Liam Phalen Andrew. / S.M.
449

Museum making : creating with new technologies in art museums / Museum making : creating with emerging technologies in art museums / Creating with emerging technologies in art museums / Creating with new technologies in art museums

Gonzalez, Desi (Desiree Marie) January 2015 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 151-155). / Hackathons, maker spaces, R&D labs: these terms are common to the world of technology, but have only recently seeped into museums. The last few years have witnessed a wave of art museum initiatives that invite audiences-from casual visitors to professional artists and technologists-to take the reins of creative production using emerging technologies. The goals of this thesis are threefold. First, I situate this trend, which I call "museum making," within two historical narratives: the legacy of museums as sites for art making and the birth of hacker and maker cultures. These two lineages-histories of art-based and technology-based creative production-are part of a larger participatory ethos prevalent today. A second goal of this thesis is to document museum making initiatives as they emerge, with an eye to how staff members at museums are able to develop such programs despite limited financial, technological, or institutional support or knowledge. Finally, I critically examine how museum making may or may not challenge traditional structures of power in museums. Museum making embodies a tension between the desire to make the museum a more open and equitable space-both by inviting creators into the museum, and by welcoming newer forms of creative production that might not align with today's art world-and the need to maintain institutions' authority as arbiters of culture. My analysis draws on a wide range of fields, including sociology, educational theory, media studies, museum studies, and art theory. This thesis is informed by extensive fieldwork conducted at three sites: the Los Angeles County Museum of Art's Art + Technology Lab, a program that awards artist grants and mentorship from individuals and technology companies such as Google and SpaceX; the Metropolitan Museum of Art's Media Lab, an innovation lab that invites members of New York's creative technology community to develop prototypes for and based on the museum experience; and the Peabody Essex Museum's Maker Lounge, an in-gallery space in which visitors are invited to tinker with high and low technologies. / by Desi Gonzalez. / S.M.
450

Driverless dreams : technological narratives and the shape of the automated car / Technological narratives and the shape of the automated car

Stayton, Erik Lee January 2015 (has links)
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 121-140). / In this work Erik Stayton examines dominant and alternative paradigms of ground vehicle automation, and concludes that current and imagined automation technology is far more hybrid than is often recognized, presenting different questions about necessary or appropriate roles for human beings. Automated cars, popularly rendered as "driverless" or "self-driving" cars, are a major sector of technological development in artificial intelligence and present a variety of questions for design, policy, and the culture at large. This work addresses the dominant narratives and ideologies around self-driving vehicles and their historical antecedents, examining both the media's representation of self-driving vehicles and the sources of the idea, common both among the media and many self-driving vehicle researchers, that complete vehicle autonomy is the most valuable future vision, or even the only one worth discussing and investigating. This popular story has important social stakes (including surveillance, responsibility, and access), embedded in the technologies and fields involved in visions of full automation (machine vision, mapping, algorithmic ethics), which bear investigating for the possible futures of automation that they present. However, other paradigms for automation exist, representing lenses from literature in the fields of human supervisory control and joint-cognitive systems design. These fields-compared with that of AI-provide a very different read on what automation means and where it is headed in the future, which leads to the possibility of different futures, with different stakes and trade-offs. The work examines how automation taxonomies, such as that by the NHTSA, fail to account for these possibilities. Finally, this work examines what cultural understandings need to change to make this (cyborg) picture more broadly comprehensible, and suggests potential impacts for policy and future technological development. It argues that a broader appreciation for our hybrid engagements with machines, and recognition that automation alone does not solve any social problems, can alter public opinion and policy in productive ways, away from focus on "autonomous" robots divorced from human agency, and toward system-level joint human-machine designs that address societal needs. / by Erik Lee Stayton. / S.M.

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