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dc.contributor.advisorD. Fox Harrell.en_US
dc.contributor.authorOlson, Danielle Marie.en_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2019-07-15T20:31:32Z
dc.date.available2019-07-15T20:31:32Z
dc.date.copyright2019en_US
dc.date.issued2019en_US
dc.identifier.urihttps://hdl.handle.net/1721.1/121658
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 177-190).en_US
dc.description.abstractRace and ethnicity impact a number of experiences in the physical world, most of which are seldom modeled in virtual worlds. Even when race and ethnicity are taken into account for the design and implementation of characters and avatars, they are often only thought of as graphical customizations (e.g., skin color). This approach to the virtual representation of race and ethnicity lacks the depth necessary to meaningfully engage players from a wide range of identity backgrounds in transformational virtual storytelling experiences. Towards the goal of improving approaches to virtual race and ethnicity representation, this thesis proposes a new computational model of racial and ethnic socialization (RES) for the design and implementation of interactive VR narrative games. The key contributions of this thesis include the development of interactive VR narrative game called Passage Home VR and the results and analysis of a user study evaluating this videogame system.en_US
dc.description.abstractCentral to Passage Home VR is an interactive narrative model steered by body language driven game mechanics and a novel embedded computational model of RES theory. The upshot is that this approach resulted in an engaging narrative system successfully conveying themes grounded in a social science model of how individuals cope with racial discrimination. The user study investigated how players interpreted the narrative experience and their strategies and decision-making using a body language driven interaction mechanism to respond to this racialized encounter.en_US
dc.description.abstractIn summary, this research investigates: (1) how players' racial and ethnic socialization (RES) influences in-game behavior and how they experience emotions, perceive characters, themes, and events in VR narratives, (2) how RES can be computationally modeled to support virtual race and ethnicity representation, compelling interactive narrative storytelling, and potentially to social scientific research, and (3) how body language can be used to inform the design of interaction mechanics in interactive VR narratives simulating social phenomena.en_US
dc.description.statementofresponsibilityby Danielle Marie Olson.en_US
dc.format.extent190 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleExploring the role of racial and ethnic socialization in virtual reality (VR) narrativesen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.identifier.oclc1102050978en_US
dc.description.collectionS.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Scienceen_US
dspace.imported2019-07-15T20:31:30Zen_US
mit.thesis.degreeMasteren_US
mit.thesis.departmentEECSen_US


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