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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.
11

Tableaux for the Future

Curcio, Sally 28 October 2022 (has links)
My sculptural installations aim to elicit a sense of optimism and possibility through form, color, and mode of display. The work subverts the symbolic order by repurposing everyday forms and objects, allowing us to see the familiar as new, and thereby awakening us to what may be possible to formulate a better, more beautiful, more universally connected order.
12

E-AI : an emotion architecture for agents in games & virtual worlds

Slater, Stuart January 2010 (has links)
Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question “Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications where user interaction is brief such as in fast paced combat situations. This architecture has been partially validated through three case studies and includes suggestions for further work especially in the mapping of secondary emotions, the emotional significance of conversations, and the need to conduct further evaluations based on the pilot studies.
13

The friendship of America and France : a new internationalism, 1961-1965

Dempsey, Amy Jo January 1999 (has links)
No description available.
14

The social poetics of analog virtual worlds : toying with alternate realities

Johns, Calvin Thomas 18 September 2015 (has links)
While online virtual worlds draw increasingly wider audiences of players and scholars alike, offline games continue to evolve into more complex and socially layered forms as well. This dissertation argues that virtual worlds need not exist as online, digital environments alone and probes three genres of non-digital gaming for evidence of the virtual: tabletop role-playing games, murder-mystery events, and localized alternate reality games. More broadly, then, this dissertation is about deliberate make-belief: practiced by adults, taken seriously by participants, engaged with for long hours at a time, performed in public, and integrated into everyday social relationships. Drawing on scholars who study games as social activities (McGonigal 2006, Montola 2012) and social institutions (Goffman 1974, Searle 1995), I present three ethnographic case studies that illustrate how complex forms of social gaming can conjure and sustain environments best understood as analog virtual worlds. Through the widespread use of mobile technologies and the concerted efforts of innovators, game spaces are increasingly permeating our everyday lives on- and offline. This dissolving boundary demands anthropologists to revisit questions of how, where, and with whom we play games. Dovetailing Martin Heidegger’s notions of worlding and poiesis to the semiotics of C.S. Peirce, this dissertation investigates how new forms of social gaming demonstrate the same qualities of shared intentionality, intersubjectivity, and performance essential to the production of new social meaning and cultural forms. Following, I situate the bold ethnographic case studies of make-belief in dialogue with scholars who figure exclusively online virtual worlds (Castronova 2005, Taylor 2006, Boellstorff 2008) and argue that analyzing both on- and offline virtual worlds together can help scholars better understand the fundamental nature of social interaction and shared intentionality, those everyday mechanisms that both sustain personal relationships on the one hand and maintain our broadest and most serious social institutions on the other.
15

Att skapa en motkultur : En religionspsykologisk undersökning av Livets Ord som religiös minoritet i en sekulär kulturell kontext

Vallingstam, Edward January 2013 (has links)
In this textual analysis I have examined the book Att följa Jesus by Ulf Ekman and information from Word of Life's official website. The aim of this study is to see how a religious leader is shaping the identity of the groups members after a certain pattern that differs from the surrounding, secular society. The research focus  of this essay includes several aspects:  how a culture is formed in a religious minority in contrast to the prevailing cultural context; how the material can be explained by Paul Pruyser’s theory on the psychological worlds; how what Ulf Ekman writes about distinguishing themselves from the environment differs from how other religious minority groups distinguish their identity;  and,  how the psychological world, expected behavior, and context of Word of Life can be structured by Valerie DeMarinis’ model of assessment. I have placed Word of Life in a realistic illusionistic world developed from Paul Pruyser’s theory of psychological worlds. I have also used Valerie DeMarinis’ orientation model for meaning making systems for placing Word of Life in its cultural context. The investigation revealed that the group is a religious minority in Sweden. After this, I compared Word of Life with other religious minority groups. I chose to focus on Jewish identity in the American South and in Copenhagen, which showed that the individuals who were interviewed who felt that their Jewish  identities were under attack became defensive. Ekman, however, ordered his members to be inclusive but theologically conservative and to seek a counterculture existence. I placed the steps of ‘belonging’  into DeMarinis’ assessment model, which showed how the psychological world is leading up to the achievement of the expected behavior, and how the surrounding cultural context affects the model.
16

Teaching in the Collaborative Virtual Learning Environment of Second Life: Design Considerations For Virtual World Developers

Pogue, Daniel Lee 2011 December 1900 (has links)
Educators are seeking ways to better engage their students including the use of collaborative virtual learning environments (CVLEs). Some virtual worlds can serve as CVLEs as the advent of Second Life has created particular interest within the education community. Second Life, however, was not initially designed to facilitate education alone. I propose that as a CVLE, Second Life may be failing educators' expectations of its initial, ongoing, and future use as a system for supporting education. In order to determine how Second Life may be failing educators, I conducted a case study with a group of university-level educators that examined their reasons for and against adopting Second Life as a CVLE, the affordances they explored, the barriers they encountered, and how these affordances and barriers affected student learning and the participant's future use of Second Life and future virtual worlds in education. I then compare their use of Second Life to that of traditional groupware systems. As a result, I propose and detail the development of a rich integrated development environment, application programming interface, more flexible privacy policy, and more robust community tools for educators based on these comparisons.
17

Performances of Marginalized Identities in Virtual Worlds

Calka, Michelle January 2012 (has links)
No description available.
18

“WE ALL WE GOT”: DESCRIBING AND CONNECTING FOOTBALL AND CLASSROOOM FIGURED WORLDS AND LITERACIES

Rudd, Lynn L. 16 December 2013 (has links)
No description available.
19

The Best of All Possible Worlds Contains Evil: An Examination and Defense of Leibniz's Arguments that This Is the Best of All Possible Worlds

Anderson, Joseph 01 January 2006 (has links)
Gottfried Wilhelm Leibniz claimed that this is the best of all possible worlds. This view has been widely criticized. Much of the criticism focuses on the fact that it is simply counter-intuitive because of the presence of evil. This paper is intended to be a defense of Leibniz's view against those who would suggest that the presence of evil implies that there could be a better world. After defining terms, the first section of this paper will examine Leibniz's arguments for this being the best of all possible worlds. The idea of "best" will also be examined. Leibniz's conception of best will be examined in Leibniz's writings, and an alternative view of best will be suggested to strengthen Leibniz's arguments. Then, the paper will tum to examine the problem of evil and the attack that it is on Leibniz's view. I will suggest that the problem of evil is not a problem for this belief because the world better accomplishes its purpose with evil than it would without evil.
20

Embedded Madness: Mad Narrators and Possible Worlds

Brason, Eloise January 2019 (has links)
Madness has long been a popular theme for literature, featuring as a trope of horror, mystery, tragedy and comedy genres in varying degrees of amplitude. The topic has provided a significant access point for analysing historical, socio-political and cultural issues as it addresses controversial themes of alienation and criminality as well as philosophical theories of perception and consciousness. As a result, studies on the representation of madness in literature have been dominated by historical approaches that focus directly on social, political, philosophical and psychoanalytical interpretive models. Comparatively little has been done to analyse madness in literature from a narratological perspective. It is for this reason that I will conduct a narratological study on the impact of madness on narrative and fictional world structures. I am specifically interested in the way in which madness can be embedded across multiple levels of the narrative and the effect that this has on readers’ imaginative and interpretive processes. Close readings of Chuck Palahniuk’s Fight Club (1996) Bret Easton-Ellis’ American Psycho (1991) and John Banville’s The Book of Evidence (1989) will uncover some of the techniques that are used to embed madness into the textual and imaginative structures of a narrative, and will demonstrate how this works to deceive and challenge the reader. I will demonstrate the need for an expansion of terms within the narratological model that can cope specifically with the theme of madness.

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