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dc.contributor.advisorEthan Zuckerman.en_US
dc.contributor.authorMboya, Arwa Michelle.en_US
dc.contributor.otherProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.date.accessioned2021-01-06T20:16:15Z
dc.date.available2021-01-06T20:16:15Z
dc.date.copyright2020en_US
dc.date.issued2020en_US
dc.identifier.urihttps://hdl.handle.net/1721.1/129281
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, September, 2020en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 141-149).en_US
dc.description.abstractThe Imagination is a central - and underexplored - part of our cognitive faculties. It allows us to dream, hypothesize and solve problems. Imagination is often linked with 'outside the box' thinking and the ability to conceive of novel or unexpected solutions to problems . For women in urban slums in Kenya, stringent social norms that narrow socio-economic possibilities can pose a serious obstacle to imaginative thinking about their futures and self efficacy. Can immersive storytelling be used as a tool to dismantle those strictly defined boxes and result in more imaginative thinking about possible futures for women? Virtual Reality has often been called an 'empathy machine' but can it be an 'Imagination' machine as well? This study uses a mixed methods approach to develop a conceptual framework around thinking about the Imagination.en_US
dc.description.abstractIn particular, I define what an Imagination Machine is and using the results of this study, develop a framework of the key emerging elements of an Imagination Machine that can be useful to any experience designer. The first analysis is adapted from the Growth Mindset Instrument (Dweck, 2006) and the second innovates on natural language processing techniques, using deviations in Word2Vec embeddings to analyze imaginative language. I also leave space for further analyses based on the data and experiment experience. I designed a study where women engage in a series of Imagination exercises and surveys that test imaginative thinking between members of one of four treatment groups: 1) A Narrative VR experience 2) A non-narrative VR experience 3) A text form short story and 4) A control. Using the results, I develop a conceptual framework for understanding what an Imagination Machine is. The key emerging elements are: Story, Immersion, Transposition, Alternate Reality Building and Access.en_US
dc.description.abstractThis thesis is at once a rigorous and novel study and an imaginative exploration itself of what Virtual Reality Human Interaction means, when "Human" deliberately includes black women .en_US
dc.description.statementofresponsibilityby Arwa Michelle Mboya.en_US
dc.format.extent152 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectProgram in Media Arts and Sciencesen_US
dc.titleallo-i(s) : mixed reality and mixed method tools for alternative imaginationsen_US
dc.title.alternativeMixed reality and mixed method tools for alternative imaginationsen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.identifier.oclc1227786925en_US
dc.description.collectionS.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciencesen_US
dspace.imported2021-01-06T20:16:14Zen_US
mit.thesis.degreeMasteren_US
mit.thesis.departmentMediaen_US


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