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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.
21

World of Warcraft : En virtuellt social värld

Hermansson, Johan, Svensson, Christian January 2007 (has links)
In today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what those who play the game has to say in the matter. Through interviews we’ll try to separate or combine media’s view of the game from that of those who play it.
22

World of Warcraft : En virtuellt social värld

Hermansson, Johan, Svensson, Christian January 2007 (has links)
<p>In today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what those who play the game has to say in the matter. Through interviews we’ll try to separate or combine media’s view of the game from that of those who play it.</p>
23

Transmedial Migration : Properties of Fictional Characters Adapted into Actual Behavior

Alexander, Ezra January 2013 (has links)
Research in the field of fictional and possible worlds examines the real and its hypothetical counterparts. The interaction between the actual and the fictional is a cause of debate within this field, and includes questions concerning the ontological status of fictional characters and their relation to reality. The following discussion will engage current positions in this debate. These include questions of reference regarding the correlation between fictional characters and actual personalities. Studying the transmedial migration of character properties from fictional worlds into the actual world engages with the possible as dependent on the actual, as well as the influence fiction can have on reality, by demonstrating how individual characters are perceived as packages of properties, some of which we identify and recognize as adaptable to our own behavior. Transmedial migration requires compatibility between different media. Accordingly, it is explained through the direct correspondence of fictional properties to actual properties, and the indirect correspondence of fictional characters to actual people. I am claiming that an interaction can be observed between different media, such as fictional worlds and the actual world, with particular emphasis on the example of fictional characters and their properties. In order to comprehend this we need a robust framework and the model that I am proposing here comprises the essential elements for such a framework. The transmedial migration of character properties from a textual medium, such as a Sherlock Holmes story, into the physical, social medium of the actual world is the action of adapting a fictional character’s package of properties into an actual person’s behavior. The agency of actual people in adapting fictional character properties to their corporal, social actions is what constitutes transmedial migration. This is a specific example of behavioral learning that recognizes certain behavior by the means of a label or trademark that is acquired from a fictional character. It is conceivable that any number of behavioral attributes, such as attitudes or habits, could be scientifically proven to have transmedially migrated by means of experimentation. Nevertheless, culturally and socially, it is only the definite identification of such character properties that substantiates my argument of transmedial migration through adaptation.
24

Expert and novice performance in an industrial engineering scaled world simulation

Elson, John L., II 19 November 2003 (has links)
No description available.
25

Design of virtual worlds for accessing information : discovery of user preferences

MacLennan, Alan January 2007 (has links)
This thesis describes a study carried out with the aim of discovering user preferences as to the design of 3-dimensional virtual worlds for accessing information. No literature was found which dealt with this topic, and it was therefore thought that, rather than ask users to make a selection from arbitrarily-chosen designs, it would be informative to consult the users from the beginning of the design process. To this end, a Grounded Theory methodology was adopted, and users were selected from postgraduate students and staff from Information Management courses at the Robert Gordon University, Aberdeen. Three “rounds” of interviews were conducted. The first round was concerned with finding out what ideas for a world design people would have, the second with testing four worlds derived from the first round, and the third with exploring further ideas that users had, based on their experience of the test worlds. At each stage of the process, emergent theories were constructed, and modified according to subsequent findings. It was established that the factors which influenced this group of users in their preferences for the design of worlds were not structural, as might have been assumed, but instead were related to properties such as familiarity, organisation, assistance, and quality of information and presentation. When the results were examined in the context of developments in the use of virtual environments, it was found that they provide a theoretical underpinning for practices such as the provision of “conventional” library structures in the popular online environment Second Life. This is not a statistical exercise, but it would appear that there are no significant differences based on the criteria of age, gender, or whether a user was staff or student. More thorough studies would be required to determine this absolutely, but for the moment it appears more useful to draw a broad set of conclusions. ii Issues were identified which indicate potentially rewarding areas for further research and design. Specifically, it would be of interest to discover whether the affective responses of these groups are also common to other groups, and to experiment further with worlds designed in the light of the current findings. Further investigation of the small number of cases in which users do not respond to the worlds would also be desirable, to determine whether this response is characteristic of a group of people who will not react positively to any world, or whether these users simply reacted negatively to the examples presented.
26

With Worlds as Content : An investigation on Possible Worlds Semantics and its Problems

Fäldt, Tove January 2019 (has links)
No description available.
27

Charlie's Chocolate Economy: The Rise and Development of Sustainable Chocolate in the Modern World

Kim, Christine January 2013 (has links)
Thesis advisor: Brian Gareau / Thesis advisor: Nicole Barnes / From its first use by the Olmecs in the ancient Americas to its proliferate presence in modern foods, drinks, and snacks, chocolate has always been a popular commodity. Its historical development from bean to drink to bar is both complex and fascinating, and yet this favorite sweet of both children and adults alike carries a darker side that colors its popularity. As the past few decades have shown, sustainable and ethical trade has become an increasingly viable approach by chocolate and cacao companies in response to the popular outcry against the injustices that riddle the cacao economy. OBJECTIVES. In this paper, I use the Worlds of Food framework of Kevin Morgan, Terry Marsden, and Jonathan Murdoch to examine the rise and development of a “moral economy” in chocolate from its beginnings as individual moral outcries to the organized efforts that contribute to the sustainable world cocoa economy today. METHODS. Following this historical analysis, I present the myriad problems, challenges, and obstacles currently faced by the world of chocolate by presenting and critiquing various case studies of sustainability models promoted by players in the cocoa economy. RESULTS. I find the existence of a cycle of compromise between a sustainable agenda and a profiteering, business-as-usual agenda in the world of chocolate. In conclusion, I suggest practices that might further enable the successful mainstreaming of ethical chocolate for a truly sustainable world cocoa economy. / Thesis (BA) — Boston College, 2013. / Submitted to: Boston College. College of Arts and Sciences. / Discipline: College Honors Program. / Discipline: International Studies.
28

Foreclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraft

Bull, Iris 29 September 2014 (has links)
This thesis is a textual analysis and discourse analysis that examines the social and programmatic construction of the videogame Minecraft by interrogating how code, design, and fan modifications limit and facilitate play in and outside the game. This thesis will argue that the constitution of gender--and subjectivity, more broadly--is reflected in the language, space, and bodies that shape the boundaries of the virtual world. What makes a player "cyborgian" when they embody a virtual avatar may have less to do the abstraction of agency into a computerized self and more to do with the way in which humans create and maintain conduits to exist between worlds that are both digital and material.
29

Heteroglossia and persuasive discourses for student writers and teachers: Intersections between out-of-school writing and the teaching of English

Aldrich, Debora Lynn Hill 01 May 2014 (has links)
Research studies have investigated issues in the teaching of writing, particularly at the elementary and university levels. Studies of out-of-school writing done by adolescents have focused on digital contexts and social media. This study examines the intersections of the out-of-school and in-school writing worlds of three high school writers: a poet, a novelist, and a contest essay writer. I use data gathered over seven years from the student writers and four of their English language arts teachers. Research questions focused on how notions of student writers and the teaching of high school English might be informed by the ways student writers described their out-of-class writing and motivation for writing, how their teachers developed and implemented their philosophies and practices in teaching writing, and how the student writers developed their internally persuasive discourses about writing. In analyzing case study data to answer these questions, I used constant comparison analysis and narrative inquiry analysis, drawing upon theories of heteroglossic discourses, figured worlds, and writing identity. My findings show that in the intersections of out-of-school and in-school writing experiences, students select some writing practices and discourses from their teachers to adopt or adapt, such as developing writing processes, participating in writing communities, and caring about writing. They complicate their definitions of writing, however, as they create figured worlds of writing in which they explore identity, navigate and negotiate complex emotions, and receive recognition. The students illustrate their dialogism with writing discourses in stories of improvisation in which they find power and enact resistance. I argue that writing teachers need encouragement, education, and agency to entertain more complex perceptions of student writers and teaching writing to support students for future personal, academic, career, and public discourse worlds.
30

Making Meteorology : Social Relations and Scientific Practice

Sundberg, Mikaela January 2005 (has links)
This thesis is about the production of knowledge in meteorological research. Meteorology is an interesting case because of its crucial role in defining the climate change problem, but also because of its reliance on simulation modeling, a comparatively little studied scientific practice. The thesis provides an analysis of the central practices of simulation modeling and field experimentation. It draws upon concepts from social world theory, where practice is closely related to work. The thesis also employs the notion of translation, as developed by the actor-network approach, in order to analyse how different practices and entities become associated with each other. Empirical data was collected with interviews and participant observation and most of the fieldwork was conducted at the Department of Meteorology, Stockholm University. The first four chapters are preliminary: Introduction, theory, method and a review of the field and its history (Chapters 1–4). The empirical findings are then presented in four chapters. Chapter 5 presents how meteorological experimentalists organize collaborations by connecting and translating different practices. The use of measuring instruments has an important role in this. In Chapter 6, modeling work is described in detail. The differences between modeling for weather forecasting and for research purposes are analyzed and in particular, the construction of simulation models. It is concluded that this involves a materialization of theoretical models. The next two chapters take their point of departure in intersections where modeling practice meets experimentation. Chapter 7 is focused on model evaluation and I conclude that the comparison of observations and model output is needed to produce reference in simulation modeling and thus, legitimate this practice. The second intersection, discussed in Chapter 8, is the construction of new components of simulation models, so-called parameterizations. In addition to the previously mentioned sources, the analysis in this chapter is also based on research funding applications. It is concluded that climate research is constructed in such a way that parameterizations become potential boundary objects that shape the relationship between experimentalists and modelers. The final chapter discusses the central findings of the thesis. It is structured around different themes within social world theory: subworlds and segmentation, legitimation, arena processes, and intersections. Crucial methodological issues are revisited as well. It is shown how climate modeling shapes meteorological research and the consequences of simulation modeling practice for scientific work more generally are outlined as well. The chapter also includes an extensive discussion of the utility of the concept boundary object.

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