Now showing items 34-53 of 171

    • 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 ...
    • The deepest paradox : seafloor mining and its future 

      Husain, Fatima, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2018)
      Metals mined from the seafloor could support tomorrow's technological and clean energy innovations. Though the mineralogical and geochemical significance of seafloor deposits, which lie thousands of meters below the water's ...
    • 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 ...
    • Engineering the American dream : a study of bias and perceptions of merit in the high-tech labor market 

      Barabas, Chelsea (Chelsea Marie) (Massachusetts Institute of Technology, 2015)
      In recent years, a significant amount of resources and attention has been directed at increasing the diversity of the hi-tech workforce in the United States. Generally speaking, the underrepresentation of minorities and ...
    • Ethics in photojournalism : past, present, and future 

      Bersak, Daniel R., 1980- (Massachusetts Institute of Technology, 2006)
      Like writers and editors, photojournalists are held to a standard of ethics. Each publication has a set of rules, sometimes written, sometimes unwritten, that governs what that publication considers to be a truthful and ...
    • Evaluating interactive documentaries : audience, impact and innovation in public interest media 

      Flynn, Sean Peter (Massachusetts Institute of Technology, 2015)
      Public interest media organizations are increasingly interested in experimenting with interactive and participatory approaches to documentary storytelling enabled by digital technologies. However, due to the experimental ...
    • Everything is awful : snark as ritualized social practice in online discourse 

      Tsiveriotis, George (Massachusetts Institute of Technology, 2017)
      This thesis explores a mode of collective meaning making at the intersection of humor, insult, and jest that increasingly occupies social media conversations, online comment sections, and Internet writing far and wide: for ...
    • Evolution in the Cornbelt : how a few special species are adapting to industrial agriculture 

      Gearin, Conor J. (Conor James) (Massachusetts Institute of Technology, 2016)
      Over the last 150 years, humans have wrought sweeping changes to the Great Plains. What was once the prairie is now the Corn Belt-row crops planted from fencerow to fencerow. What does this mean for the native wildlife, ...
    • The evolution of intimacy : advertising personal computers in the 1980s 

      Elish, Madeleine Clare (Massachusetts Institute of Technology, 2010)
      At the heart of this thesis is a desire to understand the evolving and situated relationship between humans and computers. Looking to a specific kind of computer at a specific moment in history, I analyze the ways in which ...
    • Expectations across entertainment media 

      Austin, Alexander Chance (Massachusetts Institute of Technology, 2007)
      An audience's satisfaction with an entertainment product is dependent on how well their expectations are fulfilled. This study delves into the implicit contract that is formed between the purveyor of an entertainment ...