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Ivan Allen College of Liberal Arts

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Now showing 1 - 10 of 11
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    The Impact of Visuals on Storytelling in Visual Novels
    (Georgia Institute of Technology, 2023-01-18) Kar, Soham
    Narrative plays an important role in video games by acting as a means through which the player can develop an emotional connection to a game. Visual novels are a unique genre of video games that are characterized by limited player interactivity and an explicit focus on conveying narrative through various forms of visual storytelling. In this paper, I present five prominent visual mediums through which the narrative of a visual novel manifests, and I analyze each of their contributions to the storytelling of the narrative. Based on my findings, I outline several design principles to be considered during the design phase of a visual novel that are best suited for ensuring that the narrative is emotionally resonant, immersive, and appealing to the player. This work provides valuable insight into the design of visual novels that can be utilized to design better visual novels in the future.
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    ChattahoocheeView: Exploring 360° omnidirectional media in rivers
    (Georgia Institute of Technology, 2022-05) Perez, Germain
    This research, following an iterative approach, explores the viability of digital 360° imagery as a narrative device for river settings, while the artifact produced in the final iteration has potential as an educational and wellness tool. The literature review section of this paper examines useful concepts and methods from early works in this arena. The methodology section presents the production details of a 360° virtual guide to the Chattahoochee River through points of interest. Video and static-image VR presentations are fleshed out and contrasted for their strengths and weaknesses. These presentations are offered within responsive, Javascript-driven web apps and make use of the ThreeJS graphical framework to extend functionality to both desktop and mobile devices. One conclusion, reached after iterating through the design process, finds the video presentation to be most engaging as a narrative device, while the static-image presentation is more useful for record-keeping and data capture. Extensions to this work might include embedding graphics inside the virtual scene to identify gaze highlights and provide additional context.
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    The Personal is Political: Enclosed Settings in Roman Polanski's Apartment Trilogy
    (Georgia Institute of Technology, 2018-12) Dieci, Estella
    This paper examines enclosed settings in Roman Polanski’s Apartment Trilogy, comprising Repulsion (1965), Rosemary’s Baby (1968), and The Tenant (1976). In each of these films, Polanski illuminates the protagonists’ lack of autonomy through repeated violation of their personal space in enclosed, domestic settings. The Apartment Trilogy was released amidst the second-wave feminist movement and features feminine protagonists who push against the patriarchal society in which they find themselves. These women are portrayed as delusional and in need of protection, and they find themselves struggling against their own homes, which progressively become uncanny. It is through this struggle that the viewers see the protagonists slowly succumb to the pressures of the patriarchal order they challenge.
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    A Qualitative Study on Engaging Students in Computing Through Computational Remixing with EarSketch
    (Georgia Institute of Technology, 2014-05-02) Livingston, Elise
    Computer Science fields have a difficult time engaging underrepresented populations such as African Americans and women. EarSketch is an approach to engage these student through authentic STEAM learning involving computational music remixing. EarSketch has been used in several pilot studies. In this study, students from one pilot study participated in a focus group to understand the effectiveness of EarSketch in engaging underrepresented minorities. Qualitative analysis shows a variety of contributing factors in engagement such as motivation, confidence, identity, conceptualization, and creativity.
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    Physical engagement in nursery rhyming games in oral, print, and digital mediums: Data matrix
    (Georgia Institute of Technology, 2014-05-02) Patel, Griva
    The first children’s video game called Mixed up Mother Goose was created by Roberta Williams in 1987. This game was created for a desktop. Today, many children’s games exist on a range of digital platforms. While these platforms offer different types of interactions for engagement and learning, many of these interactions are limited to tapping, dragging and clicking. Current studies have shown that physical interaction is important for young children’s development. Traditionally, nursery rhymes have been this source of physical interaction to engage children in the process of learning. This study looks at the physical engagement of children with nursery rhymes in oral, print and digital mediums. Engagement in oral medium consists of learning nursery rhymes through the movement of the body such as action rhymes and finger plays. Engagement in print medium consists of learning nursery rhymes through interactive books that include movable books, puppet books and sound books. Digital medium, including platforms such as touchscreen devices and laptops, continue to evolve from tap and click games to increased physical engagement of children. Although digital medium is a new phenomenon, it is following a similar evolution as print and oral mediums. Digital medium is increasingly engaging children with interactive play. As part of a larger project, this research collects information and provides a matrix that identifies the attributes of physical engagement employed by these three mediums.
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    Cinephilia and online communities
    (Georgia Institute of Technology, 2013-11-25) Collier, Stuart
    The accelerated development of digital media over the past few decades has led to a theoretical overhaul of media classification. The rise of the Internet has been designated as a historical dividing point between the age of ‘old’ media and that of ‘new’ media. Old media are unified objects of transmission, and new media are digitally converted and integrated media experiences enabled by the Internet and other digital technology. A debate currently wages over new media’s potential for meaningful positive change. Advocates argue that the transition to digital media signals a force for globalism and democracy, whereas skeptics see little evidence for these claims. However, the progressivism of new media comes into clearer focus when applied to a narrow field of study. The proposed research integrates new media and film studies, focusing on cinephilia, a mode of film consumption that has blended a lofty passion for cinema with intellectual engagement with film history and scholarship. Drawing on the new media concepts of the online knowledge community, weak-tie activism, and peer production, this paper argues that online interactivity, the diminishment of costs for mass organization, and the ease with which films can be digitally circulated have had a substantial progressive impact on cinephilia. The research also touches on the overlooked communal and organizational capabilities of online file sharing, a practice which remains simplistically assessed in terms of its legality.
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    The socio-cultural implications of artificial intelligence through the study of emerging technologies in modern society
    (Georgia Institute of Technology, 2013-05-08) Rao, Nikita
    The purpose of this project to develop an understanding of popular representations of Artificial Intelligence and Robotics by researching the philosophy of AI, science fiction, and the practices of current AI/Robotics laboratories in Atlanta. AI research and development, while a much-discussed topic in the world of the scientist, is not given much thought in everyday life. People do not recognize that AI permeates in their everyday lives in kitchen appliances, vehicle motors, and other household devices. Even these familiar and often-used items could be called intelligent. By analysing the development of the AI, it will be possible to understand not only its progression and effects on the scientific and philosophical societies, but also its ramifications in a broader socio-cultural context. The approach is to develop an understanding of several principal theorists’ work to gain a clear sense of the formation of the AI movement and current questions. This work will be put in relation to prominent instances of popular culture through a number of Science Fiction texts and films. Then the research will turn toward local AI and robotics development in the Georgia Tech Mobile Laboratory and the Georgia Tech Laboratory for Neurotechnology and the original Dartmouth conferences. By studying the current laboratory attempts to forge AI in relation to philosophy and fiction, this research will increase understanding of the relationship between popular notions of artificial Intelligence and its actual implementation.
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    Designing a character avatar model for the Mermaids MMO
    (Georgia Institute of Technology, 2010-12-20) Ead, Samer Omar
    This paper describes the technique formed for the creation of an efficient, simply rigged, customizable mermaid avatar model for the Mermaids massively multiplayer online game (MMOG). Our goal was to improve the in game customization of the player s 3D mermaid model, while maintaining rendering efficiency. We devised a procedure that utilizes the iterative nature of design without sacrificing the scientific and technical aspects of the project. Our procedure begins by a method known as Partitioning where we break down the model s body into distinct sub-models. During development, this partitioning allowed us to focus on smaller concise areas of interest, whereas during game-play this change granted the player greater strands of customization freedom. Since the model relied on a skeleton for its animations, it s partitioning required Skeletal Reformations to reassess the control scheme of the rig over the sub-models. In this method, individual sub-skeletons were designed to provide increased local control over their respective sub-models in contrast to the global control that the previous rig allowed. The sub-skeletons were then joined together forming a combined and complete skeletal rig for the mermaid model. We iterated through the previous methods refining their procedures in efforts of Balancing Customizability with Efficiency , which in turn provided us with the results of our novel technique. Our technique utilizes innovative methods that localize skeletal control over respective sub-models in a novel way, which allows increased customizability with limited costs to efficiency.
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    The Online Community Grid Volunteer Grid Computing with the Web Browser
    (Georgia Institute of Technology, 2010-05-12) Miller, Daniel Menachem
    Current community grid projects, such as IBM's World Community Grid (www.worldcommunitygrid.org), have successfully developed standalone applications to connect thousands of clients to one huge network of users. Each client donates their machine's idle time to compute mathematical operations to help solve multiple humanitarian projects requiring massive amounts of data to be computed (examining tissue microarrays, human proteome folding, ect). These projects have been relatively successful; however, there are multiple design problems that hinder a multitude of users to join the network. These problems include yet are not limited to: ● Required user registration and email verification ● Once a user registers, a large standalone application to transmit and receive data from a central server is required to be downloaded and installed ● The program runs as a background process and is only active when a user's computer is idle ● The program may not work due to firewall restrictions on the client machine This research, as shown by prototype, eliminates all of these barriers. No registration, no installation, no required idleness, and no firewall issues. According to Adobe/Macromedia, roughly 96-98% of all home computers have the Flash Player installed. This figure is greater than any operating system, browser, program, or other virtual machine (including Java). The purpose of this research project is to determine whether it is possible to create a grid community on the Internet utilizing browser technologies such as Flash and or AJAX technology.
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    Community Mosaic: Finding Ways to Eat More Healthfully in a Low-Income African American Community
    (Georgia Institute of Technology, 2010-05-12) Sharma, Mansi
    Community Mosaic is a system to promote healthy eating amongst low-income African American people. This thesis analyzes a study I conducted that encourages people to talk about what they think are the barriers against as well as the resources for trying to eat healthfully. The results of this study will be useful for the low income African American community as well as the HCI (Human Computer Interaction) community. More specifically, the results will facilitate towards finding ways to eat more healthily due to the correct understanding of the barriers against and available resources for eating healthfully in a community. The African American community is known to have more diet-related health problems than other ethnic communities in the US; by understanding the reasons behind these problems the goal is to help minimize them.