Now showing items 21-40 of 144

    • Communicative 2.0 : video games and digital culture in the foreign language classroom 

      Purushotma, Ravi (Massachusetts Institute of Technology, 2006)
      I explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between ...
    • Computers, cut-ups and combinatory volvelles : an archaeology of text-generating mechanisms 

      Trettien, Whitney Anne (Massachusetts Institute of Technology, 2009)
      Through an archaeology of text-generating mechanisms, the present work excavates the deep history of reading and writing as material, combinatory practices. On the one hand, by positing the physical manipulation of language ...
    • Constructions of cinematic space : spatial practice at the intersection of film and theory 

      Jacobson, Brian R (Massachusetts Institute of Technology, 2005)
      This thesis is an attempt to bring fresh insights to current understandings of cinematic space and the relationship between film, architecture, and the city. That attempt is situated in relation to recent work by Michael ...
    • Contested codes : toward a social history of Napster 

      Spitz, David (David Ethan) (Massachusetts Institute of Technology, 2001)
      In the years since its inception, some interpretations of the software program known as "Napster" have been inscribed into laws, business plans, and purchasing decisions while others have been pushed to the fringes. This ...
    • Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality 

      Wang, Annie,S.M.Massachusetts Institute of Technology. (Massachusetts Institute of Technology, 2020)
      In the last few years, the perception of virtual reality (VR) has shifted from an entertaining novelty to an increasingly mainstream technological medium. However, the methods of creating and assessing high-fidelity immersive ...
    • Critical breaking 

      Kerich, Christopher (Massachusetts Institute of Technology, 2017)
      Utilizing critical and feminist science and technology studies methods, this thesis offers a new framework, called critical breaking, to allow for reflective and critical examination and analysis of instances of error, ...
    • Cultured men, uncultured women : an exploration of the gendered hierarchy of taste governing Afghan radio 

      Kamal, Sarah (Massachusetts Institute of Technology, 2005)
      After years of strict bans on the media, local radio in post-Taliban Afghanistan is undergoing an intense period of reconstruction. This thesis uses a multi-sited ethnographic investigation to examine local Afghan radio's ...
    • Data visualizations for perspective shifts and communal cohesion 

      Borneman, Elizabeth(Elizabeth Denise) (Massachusetts Institute of Technology, 2020)
      How can we use data visualizations to facilitate discussions about community challenges and priorities? I hypothesize that data visualizations that convey emotions, embodiment, and arise from a participatory design process ...
    • Decloaking disability : images of disability and technology in science fiction media 

      Verlager, Alicia (Massachusetts Institute of Technology, 2006)
      This work examines how images of disability are used to frame cultural narratives regarding technology. As advances in biotechnology ensure that more people will be living with technological prosthetics against and beneath ...
    • DeepStream.tv : designing informative and engaging live streaming video experiences 

      Mangum, William Gordon (Massachusetts Institute of Technology, 2016)
      This thesis will explore whether live streaming video from public events, which I call civic livestreams, can be more engaging and informative if relevant contextual information is added to the viewing experience. I focus ...
    • Designing game ethics : a pervasive game adaptation of The Count of Monte Cristo 

      Lee, Rocket Moon (Massachusetts Institute of Technology, 2010)
      How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game ...
    • Developing game worlds : gaming, technology, and innovation in Peru 

      Marisca Alvarez, Eduardo (Massachusetts Institute of Technology, 2014)
      In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alternative, more organic gateway to developing ...
    • Dis/locating audience : transnational media flows and the online circulation of East Asian television drama 

      Li, Xiaochang, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2009)
      It is commonly accepted that media and communication technologies play pivotal roles in the complex processes of what is broadly termed "globalization." The increasing speed, volume, and scale of transnational circulation ...
    • Disco Jalebi : an ethnographic exploration of Gay Bombay 

      Shahani, Parmesh (Massachusetts Institute of Technology, 2005)
      Gay Bombay is an online-offline community (comprising a website, a newsgroup and physical events in Bombay city), that was formed as a result of the intersection of certain historical conjectures with the disjunctures ...
    • Distributed denial of service actions and the challenge of civil disobedience on the Internet 

      Sauter, Molly (Molly Rebecca) (Massachusetts Institute of Technology, 2013)
      This thesis examines the history, development, theory, and practice of distributed denial of service actions as a tactic of political activism. DDOS actions have been used in online political activism since the early 1990s, ...
    • Double play : athletes' use of sport video games to enhance athletic performance 

      Silberman, Lauren (Lauren Beth) (Massachusetts Institute of Technology, 2010)
      A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical ...
    • Driverless dreams : technological narratives and the shape of the automated car 

      Stayton, Erik Lee (Massachusetts Institute of Technology, 2015)
      In this work Erik Stayton examines dominant and alternative paradigms of ground vehicle automation, and concludes that current and imagined automation technology is far more hybrid than is often recognized, presenting ...
    • Dwarf Fortress gathers at the statue and attends a party 

      Diaz, Joshua Lindsay (Massachusetts Institute of Technology, 2009)
      In designing DwarfFortress as part roguelike and part simulation, Tarn and Zach Adams of Bay 12 Games drew on a tradition of game genres that used proceduralism and simulation to give players unique paths through the game. ...
    • E-sports broadcasting 

      Sell, Jesse (Jesse Colin) (Massachusetts Institute of Technology, 2015)
      In this work, I situate e-sports broadcasting within the larger sports media industrial complex, discuss e-sportscasters, and investigate the economics behind the growing e-sports industry. E-sports, often referred to as ...
    • Embodied montage : reconsidering immediacy in virtual reality 

      Tortum, Halil Deniz (Massachusetts Institute of Technology, 2016)
      Virtual reality, as the name implies, is implicitly evaluated by its ability to reproduce or imitate aspects of reality, particularly in ways that convince users that they are physically present in the virtual space. This ...