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dc.contributor.advisorMitchel Resnick.en_US
dc.contributor.authorBorovoy, Richard Danielen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Architecture. Program in Media Arts and Sciences.en_US
dc.date.accessioned2005-08-23T19:12:55Z
dc.date.available2005-08-23T19:12:55Z
dc.date.copyright2002en_US
dc.date.issued2002en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/8326
dc.descriptionThesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.en_US
dc.descriptionIncludes bibliographical references (leaves 119-122).en_US
dc.description.abstractCreating common ground in a community of people who do not all know each other is a chicken-and-egg problem: members do not share enough common ground to support the kinds of conversations that help build it. "Folk Computing" technology is designed to help build community in informal, face-to-face settings by giving users a playful way of revealing shared assumptions and interests. Drawing on the communicative process of folklore, Folk Computing devices facilitate the creation, circulation and tracking of new, digital forms of lore. These digital folklore objects serve as social probes: they circulate among people with whom they resonate, thereby revealing the boundaries of groups who share the underlying beliefs, knowledge and experiences that give the lore meaning. Folk Computing uses technology to enhance the community building functions of folklore in three important ways: it supports the circulation of more interactive and media-rich lore, it reduces the social and cognitive costs of folklore creation and circulation, and it enables detailed visualizations of how pieces of lore circulate through a community. This thesis will explore the potential of Folk Computing through a design rationale for three new technologies, ranging from computationally augmented name tags used at conferences (the Thinking Tags and Meme Tags) to devices with which people can create, trade and track animations and simple games (the i-balls), used over several weeks by the population of a K-8 public school.en_US
dc.description.statementofresponsibilityRichard Daniel Borovory.en_US
dc.format.extent122 leavesen_US
dc.format.extent13337781 bytes
dc.format.extent13337533 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582
dc.subjectArchitecture. Program in Media Arts and Sciences.en_US
dc.titleFolk computing : designing technology to support face-to-face community buildingen_US
dc.typeThesisen_US
dc.description.degreePh.D.en_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)
dc.identifier.oclc50491581en_US


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