Original work in partial fulfillment of a graduate degree in the School of Literature, Media and Communication.

Recent Submissions

  • Design agency: Dissecting the layers of tabletop role-playing game campaign design 

    Gasque, Travis M. (Georgia Institute of Technology, 2016-05-27)
    In the field of digital media, the study of interactive narratives holds the aesthetics of agency and dramatic agency as core to digital design. These principles hold that users must reliably be able to navigate the interface ...
  • Storyscape, a new medium of media 

    Blumenthal, Henry (Hank) (Georgia Institute of Technology, 2016-03-31)
    A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is ...
  • Digital naturalism: Designing a digital media framework to support ethological exploration 

    Quitmeyer, Andrew J. (Georgia Institute of Technology, 2015-08-19)
    This research aims to develop and evaluate a design framework for creating digital devices that support the exploration of animal behaviors in the wild. In order to carry out this work, it both studies ethology’s foundational ...
  • The work of user experience design: materiality and cultures in designing 

    Lodato, Thomas James (Georgia Institute of Technology, 2015-07-22)
    At a computational technology company called LTC, a large array of employees worked together to design the user experience (UX) of a variety of products. The empirical case study explores the relationship amongst the work ...
  • Thinking in stories 

    Anderson, Tory S. (Georgia Institute of Technology, 2015-05-15)
    This thesis considers cognitive narrative a component of intelligence that specializes in generality. In exploring the ubiquitous external (mediated) and internal (cognitive) functions of narrative it provides two contributions ...
  • Making gender: technologists and crafters in online makerspaces 

    Godfrey, Elizabeth (Georgia Institute of Technology, 2015-04-27)
    The Maker Movement is a rapidly moving development towards non-traditional education through hands-on creation of technological artifacts, indicating tremendous potential for attracting previously marginalized groups ...
  • Cybernetic autonomy: an analysis and critique of adaptive learning systems 

    Madaio, Michael Adam (Georgia Institute of Technology, 2015-04-27)
    There has recently been great promise and interest in the use of adaptive learning systems to provide personalized course content, tailored to the ability levels and pace of individual students. Yet, not all the technologies ...
  • Portrait of an anonymous image board: the board-tans of 4chan 

    Shedd, Jesse Bernard (Georgia Institute of Technology, 2015-04-23)
    Compared to other online communities, relatively little is written academically about 4chan. This is likely because of the widespread use of politically incorrect language and images, the ephemerality of its content and ...
  • The dilution of avant-garde subcultural boundaries in network society 

    Jimison, David M. (Georgia Institute of Technology, 2015-01-12)
    This dissertation identifies the diluting effects that network society has had on the avant-garde subcultures, by first building a framework through which to understand the social structure and spatial production of the ...
  • Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice 

    Gaskins, Nettrice (Georgia Institute of Technology, 2014-12)
    A model for ‘techno-vernacular’ creative production as an area of practice that investigates the characteristics of this production and its application in STEAM (Science, Technology, Engineering, Art, Mathematics) learning ...
  • From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft 

    Feng, Jihan (Georgia Institute of Technology, 2014-05-21)
    Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the ...
  • Interactive installations as performance 

    Nam, Hye Yeon (Georgia Institute of Technology, 2014-05-16)
    This thesis clarifies the interdisciplinary field of interactive installations in digital media and digital art. As an interdisciplinary field, interactive installations emphasize three dimension; bodily interaction beyond ...
  • Videogame cities in motion 

    Schweizer, Robert Thomas (Georgia Institute of Technology, 2014-05-14)
    Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space. In order to describe these videogame cities, we ...
  • A third space: technological art as artistic production and technology research and development 

    Fantauzza, Jill (Georgia Institute of Technology, 2013-04-08)
    While the visual arts and technology development map oppositionally in our culture, there are similarities in work. Visual artists and technology developers imagine, conceptualize, design, and build artifacts and then ...
  • Designing tangible tabletop interactions to support the fitting process in modeling biological systems 

    Wu, Chih-Sung (Georgia Institute of Technology, 2012-11-13)
    This thesis aims to explore how to physically interact with computational models on an interactive tabletop display. The research began with the design and implementation of several prototype systems. The research of the ...
  • Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire 

    Watson, Nicholas (Georgia Institute of Technology, 2012-07-05)
    This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases ...
  • Play with data - an exploration of play analytics and its effect on player expereinces 

    Medler, Ben (Georgia Institute of Technology, 2012-07-02)
    In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize ...
  • Arcade-style game design: postwar pinball and the golden age of coin-op videogames 

    DeLeon, Christopher L. (Georgia Institute of Technology, 2012-04-06)
    Several major design elements that we often take for granted in early coin-op videogames-including rule automation, real-time button play, and fiction as static theme-originated decades prior as innovations within the ...
  • The interpretive spiral: an analytical rubric for videogame interpretation 

    Whitson, Robert Henry (Georgia Institute of Technology, 2012-04-09)
    In this work, I propose an analytical rubric called the Interpretive Spiral designed to examine the process through which players create meaning in videogames, by examining their composition in three categories, across ...
  • Play beyond flow: a theory of avant-garde videogames 

    Schrank, Brian (Georgia Institute of Technology, 2010-11-11)
    Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital ...

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