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<b>Playing With(out) Golden Hands: The Intersections of Video Game Controllers and Gamer Identity</b>Victoria L Braegger (18405969) 19 April 2024 (has links)
<p dir="ltr">Since the Electronic Software Association (ESA) began reporting data for the video game industry in 2002, women have represented nearly half of the game playing population. However, despite this stable statistic, the industry’s ideal “Gamer” is consistently depicted as a young, white, cisgender, heterosexual, able-bodied male, and the games industry frequently targets this idealized identity through advertising and game design. This has resulted in a culture that is notably toxic towards women and marginalized players, built on an assumption of meritocracy within games—or the expectation that every player begins each game with the same advantages, disadvantages, and skills as every other player. While the construction of gamer identity has received extensive scholarly attention, gaming peripherals—such as video game controllers—are either minimized or left entirely out of the conversation. This dissertation, informed by feminist methodologies in technical communication and game studies, uses a mixed-methods approach involving archival research, visual analysis, surveys, and interviews to understand the intersections of video game controllers and gamer identity. Using Microsoft’s Xbox as a case study, the findings demonstrate how a dominant narrative has controlled controller design decisions through iterative processes. This has resulted in controllers that are more uncomfortable, more unusable, and more frustrating for and viewed more negatively by women and marginalized players. For each controller iteration, women and marginalized participants rated controllers significantly lower. Though the total improvement score (TIS) from first iteration to current iteration were similar between women and marginalized participants and cismale participants, the lower starting point for women and marginalized participants resulted in a lower ending point. Design decisions across controller iterations privilege cismale experiences, reifying gamer identity through controller design and resulting in not just an ideal gamer identity, but an ideal gamer body. </p>
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"There is wealth in the struggle": Unearthing and embracing community knowledges through organizing work in AppalachiaErin Brock Carlson (6853541) 13 August 2019 (has links)
In the midst of a period of economic transition, community organizers across Appalachia are working towards a just future that privileges community growth over corporate gain. A recent turn towards social justice concerns in Professional and Technical Communication suggests that efforts of community organizers might be of interest to scholars focused on addressing wicked problems in disenfranchised communities. This dissertation draws from results of a participatory photovoice study in which 11 community organizers took photos, wrote narratives, and responded in focus groups, and site visits to several communities. These methods call for deep engagement with community knowledges, producing rich visual and textual portraits of life in Appalachia that challenge stereotypical renderings of the region and its residents. After providing a heuristic for uncovering and re-valuing community knowledges, this dissertation looks at how place, technology, and community factor into the experiences of community organizers. Results from gathered qualitative data suggest that community members are experts on their own experiences, as participants revealed understandings of complex problems that call into question standard development practices lauded by technical experts. Second, participants demonstrated a capacity for embracing the very elements of their communities that had been used to marginalize them, pointing to the power of unexpected and creative tactics. Lastly, their reflections revealed the need for more attention to be placed upon community organizing in rural contexts and what kinds of community knowledges exist beyond expected parameters. By documenting their experiences organizing around public problems, participants confronted monolithic representations of their region, articulated their own nuanced accounts of life in rural areas, and crafted strategies for community-focused development that privileges people. Ultimately this project argues that by inviting community knowledges into the academic sphere, we might craft more effective coalitions to tackle complex public problems.
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Digital Age: A Study of Older Adults' User Experiences with TechnologyAllegra W Smith (11104764) 23 July 2021 (has links)
<div>Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals. </div><div><br></div><div>To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.</div>
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Exploring the Adaptability of Ohio State University Extension County 4-H Professionals to an All-Digital Setting During the COVID-19 Remote Work Period Based on Selected Variables and Their Relationship to Change Style PreferencesLight, Mark D. 09 June 2021 (has links)
No description available.
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Application-Based Network Traffic Generator for Networking AI Model DevelopmentAlsulami, Khalil Ibrahim D 18 May 2021 (has links)
No description available.
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Rendering the Other: Ideologies of the Neo-Oriental in World of WarcraftVlisides, James C. 15 May 2013 (has links)
No description available.
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Understanding the Relevance of Cognitive Psychology to Composition: Taking a Closer Look at How Cognitive Psychology has Influenced Ideas about Reading, Writing, and the Teaching ProcessBerkowitz, Megan 28 May 2008 (has links)
No description available.
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Fighting for Air: Cold War Reorganization and the U.S. Air Force Security Service, 1945-1952Shackelford, Philip Clayton 04 May 2016 (has links)
No description available.
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Remote Technical Support Needs for Hospital Personnel : Using Q-methodology to Examine Remote Support Solutions in Healthcare / Behoven av fjärrstyrda tekniska supportlösningar för sjukvårdspersonal : En tillämpning av Q-metodologi för att undersöka fjärrstyrda tekniska supportlösningar i sjukvårdenFendukly, Mattias January 2018 (has links)
Remote control and management functions are widely utilized in multiple industries.The remote control and management functions has allowed for peopleto connect and interact to solve technical problems more efficiently. However,the healthcare organizations have not utilized the remote controlling and managementfunctions to a degree similar to other industries. Telephoning ande-mailing are still two mainstream ways of work when it comes to solvingtechnical support issues in-house. In order to understand what the technicalpersonnel and the clinical users at a hospital desires in new solutions, thismaster thesis project aimed at finding the existing needs in terms of remotecontrolling and management functions. To find these needs, Q-methodologywas applied for collection of subjective data from healthcare personnel abouta software device that aims at providing remote controlling and managementfunctions. In addition to finding and defining the needs, this thesis also aimedat examining how well such systems can address these needs. Performing this methodology three factors where found representing three differentattitudes regarding the needs for remote functions. The three factorsare "Technical Communication is Significant", "Functionality Appreciativeand Experienced" and "Do if fast!". These factors and their interpretationhelps to be aware of and to evaluate remote support solutions in a systematicway. / Tillämpningen av tekniska distanslösningar används i flertalet industrier i olika syften. Dessa tillämpningar har möjliggjort att människor kan ansluta och interagera med varandra för att på ett effektivt sätt lösa tekniska problem. Trots detta har inte vårdgivarorganisationer tillämpat dessa typer av lösningar i en liknande utsträckning jämfört med många andra industrier. Kommunikationskanaler som telefonsamtal och e-post är fortfarande vanliga när vårdpersonal bemöter tekniska problem som ska lösas internt. Syftet med denna uppsats är att hitta och definiera de befintliga behov som teknisk personal och kliniska användare upplever på sjukhus gällande tekniska distansl ösningar. För att hitta och definiera dessa behov har Q-methodology tillämpats för att systematiskt samla subjektiv data från vårdpersonal gällande ett nytt verktyg som ämnar till att leverera tekniska distanslösningar till sjukvården. Utöver detta har denna uppsats också undersökt hur väl denna typ av nya verktyg tillfredsställer de adresserade behov som beskrivits ovan. Applicerandet av denna metodik resulterade i tre åsiktsgrupper som representerar tre olika attityder gällande behov för tekniska distanslösningar. Dessa tre åsiktsgrupper är "Technical Communication is Signficant", "Functionality Appreciative and Experienced" och "Do it fast! ". Vetskapen om dessa existerande_åsiktsgrupper bidrar till en större förståelse och en större förmåga att utvärdera tekniska distanslösningar.
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A Study of the Watershed Management in the Headwaters of the Hocking River: Environmental Communication in the CitySnuffer, Moira Calligan 28 September 2020 (has links)
No description available.
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