Organizational Unit:
Ivan Allen College of Liberal Arts

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Now showing 1 - 10 of 252
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    Using visualization to illustrate the values underpinning large-scale communities
    (Georgia Institute of Technology, 2023-08-01) Hughes, Galen
    Over the last three decades, the dynamic nature of internet cultures has been continually reshaping the landscape of discourse analysis. This transformation necessitates constant methodological innovation, a challenge this thesis aims to address by focusing on the role of data visualization in discourse analysis. Particularly, it investigates the cross- cultural discourse occurring in large-scale online events. I argue that data visualizations offer a potent lens for uncovering and reinforcing implicit values within online communities. They provide tangible evidence of these values, weaving together narratives from seemingly scattered data. Over the course of this study, I have delved into an impressive corpus of over 249,232 chat messages, dedicating 3 hours 17 minutes and 4 seconds to the content exploration. However, despite the power of data visualization, it's important to acknowledge its limitations. A comprehensive understanding of the community being studied is indispensable, without which the full potential of data visualization cannot be realized. In this longitudinal study, I analyze three significant live streams—1) [DEBUT STREAM] SHAAAAAARK, Sep 12th, 2020; 2) Reacting to my Debut Stream., March 13th, 2021; 3)【3D BIRTHDAY】PARTY TIME!, June 20th, 2022—hosted by the popular Virtual YouTuber (VTuber), Gawr Gura. Collectively, these events highlight an underlying aesthetic of cuteness, a value binding Gura’s community of chumbuds together. These parasocial relationships are defined by bidirectional interaction, emotional reactions, and a shared suspension of disbelief, mediated through an avatar. This constructed character facilitates a unique dynamic, where the aesthetic of cuteness becomes a cultural value. While other values exist within the community, this thesis primarily concentrates on the argument for cuteness, made evident through data visualization. These values are embodied and reinforced in the discourse patterns played out between Gawr Gura and her audience. Community actors such as clippers reinforce these patterns and values. They do so by capturing memorable stream moments, upholding community guidelines, and modeling appropriate behavior to newcomers. In conclusion, this thesis identifies and explores a model of large-scale online discourse driven by live-stream events. It highlights the significance of data visualization in analyzing this model, the patterns structuring it, and the values underpinning it. This approach offers a new dimension to the study of discourse in large-scale online communities, reflecting the continuous evolution of methods in response to the ever-changing landscape of internet cultures.
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    Perreo femme-inism: an avenue to reclaim, reject, and redefine cultural norms within Borinquen society
    (Georgia Institute of Technology, 2022-08-01) Hammond, Rebecca Arlene
    Puerto Rico is positioned at the epicenter of many of the debates involving questions of colorism, misogyny, sexual liberation, and gender expression in reggaetón and perreo, due to its role in shaping these cultures. What was traditionally defined as an oppressive and misogynistic expression is now being recognized as the instrument of resistance that it was created to be. The recent application of perreo, the style of dance associated with reggaetón, as a tool of resistance in Black feminists and queer movements coopts themes of reclamation, rejection, and redefinition that have embedded themselves in Puerto Rican culture. By exploring these three central themes, this research begins to build a framework for a new expression of feminism, perreo femme-inism.
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    Heroes and Villains in Japanese Manga: A Dissection of Role Language
    (Georgia Institute of Technology, 2022-07-30) Goar, Eboni Jenae
    This thesis works on the notion of role language of two teenage boy hero-in-training protagonists from two popular Japanese manga, Demon Slayer and My Hero Academia, as well as two of their many villain antagonists. Role language, yakuwarigo in Japanese (Kinsui 2003), is a style of language found in works of fiction such as manga that convey certain traits of a speaker, such as age, gender and class. Many of the current studies focus on female language. Given the lack of male language research and a misconception that male language is only rough and aggressive from a speech elements perspective, I examine the relationships between status language used by protagonists and their characters. In particular, I investigate whether or not there is diversity of gender expressions in their dialogue and soliloquy. With the help of a linguistic parser called Co-Chu, using data extracted from the manga such as interactional particles (IP), one of my two findings includes the discovery of multiple functions of the IP na in both dialogue and soliloquy: the negative imperative form, “Ki ni suru na!” (Don’t worry!) and self-encouragement in soliloquy, as in “Naku na.” (Don’t cry). The other is the villains have more character development than just aggressive males; they use their language to identify as gender nonconforming. Finally, this thesis also discusses various styles, first-person pronouns, and speech elements such as question word usage and hesitation.
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    Monstrous Existence: a critical reading of Night in the Woods through the works of Mark Fisher
    (Georgia Institute of Technology, 2019-12-05) Fiorilli, Patrick Oliver
    This thesis presents a critical close reading of the 2017 videogame Night in the Woods, developed by independent studio Infinite Fall. Following literary critic Irving Howe's notion of the "political novel," this thesis demonstrates that Night in the Woods exists as a rare and audacious interrogation of Capital and its deleterious fallout in the rural United States. In order to make its case, this thesis heavily incorporates the critical vocabulary of the theorist Mark Fisher, whose notions of "capitalist realism," "the weird," and "the eerie" serve to identify explicitly and categorically much of what the game in question represents implicitly and aesthetically. Structurally, the thesis first explores the themes and political rhetoric of Night in the Woods via an analysis of the places and communities featured in the game's setting. Next, the thesis explores how such themes are internalized by the game's protagonist and thereby rendered to the player. Finally, contrasting the themes of the game to the definition of "horror" outlined by the philosopher Eugene Thacker, the thesis ends with a discussion of how Night in the Woods argues for genuine and political meaning in the face of a meaningless and incomprehensible universe.
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    Clearing the smoke: The changing identities and work in firefighting
    (Georgia Institute of Technology, 2018-12-07) Rumsey, Alyssa
    The impact of computing devices on the nature of work has been a long-standing topic of inquiry. Removing the boundaries of traditional corporate organizations, the evolution from fixed ICT to mobile IoT has enabled a technology driven future, taking transformative technology off the desk and placing it in the field. The exponential increase, in mobility and reduction in cost have expanded accessibility to whole new categories of work including emergency response, manufacturing, and construction. There is a need to revitalize organizational studies alongside emerging technologies as new structures and environments make the kinds of initial questions in organizational studies relevant again. We present a qualitative investigation examining the implementation of a wearable device into two fire departments in the Southeastern United States. Our analysis demonstrates the importance of understanding how these types of new digital technologies impact organizations and shape how we educate and train the next generation workforce.
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    Evaluating the impact of zero-rating services: An in-depth look at Facebook's free basics in emerging economies
    (Georgia Institute of Technology, 2018-05-11) Mehta, Ishan
    Facebook has partnered with mobile carriers in multiple countries to launch its zero-rated service - Free Basics. Free Basics is a platform which hosts not only Facebook, but other select websites which are zero-rated as well.This Master's thesis evaluates the impact of the Free Basics platform in the countries it has launched. In the process of this research, it has been found that there is a lack of evidence-based research on zero-rated services and Free Basics in particular. This Thesis hopes to fill some of that gaps in the literature, by studying the program in seven countries - Kenya, Nigeria, Rwanda, Ghana, South Africa, Mozambique and Tanzania.
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    Digital ethics framework recommendations for social media archiving applications
    (Georgia Institute of Technology, 2018-04-26) Lucas, Christina
    Citizen journalism performed through social media platforms is increasingly becoming a default means of communication networking and information consumption for local and global audiences. This increase in social media information networking has garnered interest within the domain of communication and media studies as recent domestic and international social movements have been studied in relation to their social media network basis. Consequently, the academic community is now considering social media archiving of Tweets related to significant historical events as an emerging academic field of inquiry. Despite the social and historical import of digital ethics in social media archiving and the emerging development of social media archiving as a field of investigation, there is a need for scholarly work that aims to systematically develop a social media archiving digital ethics framework informed by a multi-disciplinary ethics analytical structure for current and emerging digital social media archiving tools and applications. The work presented in this thesis is focused on developing social media archiving digital ethics framework recommendations for the social media archiving tool DocNow as well as other similar potential future social media archiving tools. In order to develop well-informed digital ethics framework recommendations, this study draws from Information and Communication Technology, new media, citizen journalism, and social media ethics framework.
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    Japanese independent game development
    (Georgia Institute of Technology, 2017-05-17) Vogel, Michael William
    This thesis examines independent game development in Japan, studied through tool-use and through the rhetorics and practices of the two main modes of independent game development in Japan: doujin and indie. I aim to illustrate how a particular technology (game engines) and a particular praxis-based ethos (indie) get deployed in a culturally and locally specific context, and the impact that each of them has, in turn, once integrated into that local context.
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    Design agency: Dissecting the layers of tabletop role-playing game campaign design
    (Georgia Institute of Technology, 2016-05-27) Gasque, Travis M.
    In the field of digital media, the study of interactive narratives holds the aesthetics of agency and dramatic agency as core to digital design. These principles hold that users must reliably be able to navigate the interface and the narrative elements of the artifact in order to have a lasting appeal. However, due to recent academic and critical discussions several digital artifacts are being focused on as possible new ways of engaging users. These artifacts do not adhere to the design aesthetics foundational to digital media, but represent a movement away from the principle of dramatic agency in interactive narratives. In an attempt to understand this separation and offer a solution to this developing issue, another non-digital interactive medium was studied: tabletop role-playing games. The designers of this medium were studied to understand the techniques and methods they employed to create dramatic interactive narratives for their users. These case studies suggested the designers used a third design aesthetic, design agency, to help balance the tension between agency and dramatic agency of the users of their medium. This design aesthetic could provide a balancing force to the current issues arising within interactive narrative.
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    Thinking in stories
    (Georgia Institute of Technology, 2015-05-15) Anderson, Tory S.
    This thesis considers cognitive narrative a component of intelligence that specializes in generality. In exploring the ubiquitous external (mediated) and internal (cognitive) functions of narrative it provides two contributions to the literature: a uniquely cross-discipline survey of narratology that bridges humanities, social science, and computational fields; and a theory to generate cognitive personal narratives from ongoing perception. The implications of narrative cognition and cognitive narrative are discussed as well as the limitations of this introductory theory and the grounds for promising future work.