This study sets out to explore first person theatre as a means of opening the individual to the problems of contemporary capitalism and its increasing pervasion of the personal in an era of embeddedness enabled by networked pervasive technology. Firstly setting out key definitio…
Stroke is one of the leading causes of disability with over three-quarters of patients experiencing an upper limb impairment varying in severity. Early, intense, and frequent physical rehabilitation is important for quicker recovery of the upper limbs and the prevention of furth…
Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to co…
This study examines the appropriateness of animations and games as attractive motivators to encourage high school (HS) students and teachers to apply math and science concepts to interactive software development. To identify factors that could motivate participants to learn abou…
Oyun, geçmişten bugüne dek eğlenceli zaman geçirmenin yollarından biri olmuştur. Yaşanan teknolojik gelişmeler ile oyun oynamak için gerekli fiziki koşullar şekil değiştirmiştir. Yani oyun herhangi bir alan olmaksızın yalnızca bir teknolojik aygıt ile oturduğumuz yerden oynayabi…
Yabancı dil eğitimi okullarda çeşitli ders kitaplarıyla yapılmaktadır. Bu kitaplar yabancı dil öğreniminin en önemli kaynaklarıdır. Seçilen ders kitapları yabancı dili çocuklara öğretmede oldukça büyük önem taşımaktadır ayrıca öğretmene ve öğrenciye kılavuz olarak yabancı dilin …
Fragmentary Returns: Revisioning Contemporary Militarized Homelands in Israel and the United States traces the rhetoric of homeland and return across contemporary media forms in Israel and the U.S. in order to investigate the ways that Jewish diaspora has shifted since 1948. Thr…
New Game Plus: A Study of Video Game Narratives is a scholarly thesis that examines three dominant narrative forms in video games, namely, linear, branching, and rhizomatic. These narrative forms help contextualize this study’s consideration of the history of video games which r…
Second Life is a long established virtual world, set up as a user created space, rather than a games studio designed product. This longevity is interesting, providing an example of how humans can develop a presence in virtual space, and where people, re-embodied as avatars, inte…
Digital games that represent history, i.e. ‘historical games’, are a fundamental way that players can engage with the past. Their focus on historical representations, narratives and processes means educators are using them in formal educational practice. Surprisingly, there is l…
Author: Jeffrey Peter KesselmanTitle: Virtual Dungeons: Performance and Performative Play in Role-playing GamesInstitution: Florida Atlantic UniversityThesis Advisor: Christopher MaraffiDegree: Master of Fine ArtsYear: 2021
In the West, the oldest form of anger management is revenge. In other words, the discourse of revenge is a means to control or guide the expression of anger and determine when anger has reached its proper end. However, revenge has frequently been mistaken as the natural expressi…
When looking at the history of humanity and psychology, the relationship between human perception and color becomes apparent. The concept of “color theory,” or the study of color combinations and their effects on both visuals and interpretation, has been studied and examined for…
The aim of the present thesis is to analyse how the narrative affects the various philosophical debates in Tristram Shandy and Jacques le fataliste. Contrary to what one expects from a philosophical novel, Sterne and Diderot do not impose upon the reader an authorial and authori…