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- Title
- Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature.
- Creator
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Okkema, Laura, Salter, Anastasia, Beever, Jonathan, Fanfarelli, Joseph, Moulthrop, Stuart, University of Central Florida
- Abstract / Description
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Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform...
Show moreCritical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic literature, critical making, and hacker culture. The Deserters is a text-based digital game based on the experiences of the author's family as refugees from East Germany. The player's objective in the game is to research a family's history by searching the game-world for authentic documents, including biographical writings, journal entries, photographs, and records, thereby retracing historical events through personal experience. The Deserters aims at inspiring a compassionate and empathetic stance towards immigrants and refugees today. The author reflects on the ethical, narrative, aesthetic, and technical choices she made throughout the creation process of The Deserters to create a critical activist game. The results of the analysis demonstrate that Twine offers a unique environment for composing politically impactful personal narratives. From the project, the author derives best practices for activist critical making, which emphasize the importance for makers to imagine the needs and perspectives of their audience. The work expands digital humanities' theoretical and practical toolkit for critical making.
Show less - Date Issued
- 2019
- Identifier
- CFE0007421, ucf:52701
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007421
- Title
- Designing Calorie Counter Smartphone Applications for Effective Weight Loss.
- Creator
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Milliard, Sharlin, Fanfarelli, Joseph, Bockelman, Patricia, Hartshorne, Richard, University of Central Florida
- Abstract / Description
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Poor dietary choices and lack of physical activity are two main contributing factors for the increasing prevalence of overweight and obesity in the United States. Overweight and obese individuals are at risk for developing major life-threatening diseases. Weight loss is an effective means for reversing these adverse health effects, and smartphone applications (apps) may be an effective means for supporting weight loss outside of formal clinical settings. This study involved identifying...
Show morePoor dietary choices and lack of physical activity are two main contributing factors for the increasing prevalence of overweight and obesity in the United States. Overweight and obese individuals are at risk for developing major life-threatening diseases. Weight loss is an effective means for reversing these adverse health effects, and smartphone applications (apps) may be an effective means for supporting weight loss outside of formal clinical settings. This study involved identifying factors that contribute to effective weight loss to compare with functionality commonly found in a sample of calorie counter apps. A content analysis was performed using a design framework that included a conceptual model describing the interaction of behaviors for effective weight loss and functional design requirements based upon behavior change and motivation to achieve weight loss. The requirements were used to analyze the presence of features in a sample of popular calorie counting apps, to infer their capability in supporting users' motivation to achieve weight loss. Results indicated that app features might not provide sufficient support to facilitate effective weight loss. Lack of supportive features affects perceived autonomy, relatedness, and competence, reducing motivation. This study provided guidelines to improve the design of calorie counter apps to include more features that support users as they engage in weight loss behaviors. The guidelines may become practical for use in mHealth apps used as part of formal and informal weight management strategies. Implications for future research involving wearable technologies and the use of gamified design strategies are discussed.
Show less - Date Issued
- 2019
- Identifier
- CFE0007838, ucf:52824
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007838
- Title
- Developing an Insider Threat Experimental Environment.
- Creator
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Ortiz, Eric, Reinerman, Lauren, Matthews, Gerald, Fanfarelli, Joseph, Nicholson, Denise, University of Central Florida
- Abstract / Description
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Simulated, 3D gaming environments have been used for a wide-range of applications including training, entertainment, and experimentation in an assortment of domains for some time. This can be attributed to their unique ability to emulate multifaceted situations that may be difficult to control, while affording participants the opportunity to operate in a relatively safe environment. In cybersecurity research, investigation of insider threat behavior is an endeavor that has received little...
Show moreSimulated, 3D gaming environments have been used for a wide-range of applications including training, entertainment, and experimentation in an assortment of domains for some time. This can be attributed to their unique ability to emulate multifaceted situations that may be difficult to control, while affording participants the opportunity to operate in a relatively safe environment. In cybersecurity research, investigation of insider threat behavior is an endeavor that has received little attention in terms of available environments and resources for experimental manipulation. This research effort aimed to close this gap. A simulated, 3D gaming environment and accompanying scenarios were developed for utilization as a research application for a verification study. These constitute crucial components for proper development of insider threat detection tools and training applications. The aim was to use knowledge of performance, user stress state, and user perceptions of the simulation's graphic and usability qualities to verify the simulation for use in insider threat detection work. The objective of this simulated, 3D gaming environment and scenarios was to serve as a realistic and valid context for the development of insider threat identification methods. The scenario narrative involved a reenactment of computer system exploitation by an employee who is trying to acquire private financial information without authorization. In each scenario, the participant assumed the role of a financial investigator employed at a large financial institution. There were two conditions associated with this verification study (control and insider threat). Participants in the control condition performed all of their tasking as regular bank employees while participants assigned to the insider threat condition had to carry out a portion of their tasking as an insider threat.Findings indicated that participants found the simulated, 3D gaming environment engaging, and the simulations graphics usable and immersive. Additionally, the role manipulation resulted in a significant difference in the time it took to perform critical tasking (tasking that was illicit in the insider threat condition). Role manipulation did not produce significant differences in stress between conditions, but it was influential regarding the perceptions of the stress sources. The results suggest that this simulated, 3D gaming environment meets the needs of insider threat investigation and can be used to advance understanding of the nature of insider threat behavior.
Show less - Date Issued
- 2017
- Identifier
- CFE0007131, ucf:52309
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007131
- Title
- Emergent Narrative: Stories of Play, Playing with Stories.
- Creator
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Murnane, Eric, Salter, Anastasia, McDaniel, Rudy, Fanfarelli, Joseph, Costello, Rita, University of Central Florida
- Abstract / Description
-
Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game...
Show moreEmergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game studies. Using a cluster sampling method, the posts were divided into categories based on theme. This work outlines the historical trajectory of the term emergent narrative and proposes that player created emergent narratives are novel as they capitalize on random events during play in order to create stories which are both contextual and surprising. Each chapter explores a different kind of storytelling in one hundred of the posts, showcasing the diverse subjects that players explore. This work demonstrates that upon reflection, players are not passive recipients of information from games. By participating in these online activities, players become cocreators of their own stories. This work expands our understanding of players, interactive systems, and narrative by arguing that the act of play is collaborative rather than receptive.
Show less - Date Issued
- 2018
- Identifier
- CFE0007061, ucf:52011
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007061
- Title
- Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices.
- Creator
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Eakins, Michael, McDaniel, Rudy, Fanfarelli, Joseph, Underberg-Goode, Natalie, University of Central Florida
- Abstract / Description
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Balancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience. The goal of this research was to better understand how to construct an interactive narrative experience that preserves the integrity of the author's story, but allows for inspired interaction by a willing audience. A study...
Show moreBalancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience. The goal of this research was to better understand how to construct an interactive narrative experience that preserves the integrity of the author's story, but allows for inspired interaction by a willing audience. A study was designed to test three different conditions. The two control conditions were examples of passive narrative storytelling: the Comic Book Condition and the Cinematic Condition. The experimental condition was a hybrid format of interactive and passive storytelling, wherein the participant had the opportunity to interact with the story to further engage with the narrative world. Participants used a mobile tablet to experience each format, geared toward minimizing the separation of the participant from the story. Touch / swipe interactions were used for the hybrid format to create as intuitive of an experience as possible. Narrative Transportation, engagement, and flow were the primary evaluators of the narrative's effectiveness for each participant. An analysis of the data showed that, in general, the current Beyond Panels framework was not effective in producing higher levels of reported Narrative Transportation, engagement, or flow. However, of those participants in the Beyond Panels condition, those that interacted more consistently throughout the experience did report higher Narrative Transportation compared to those that had minimal interaction. Data was collected to better understand the relationship that optional interactivity has with these factors. The results of this study will help to further research in the areas of interactive storytelling for mobile platforms. The results will be used to continue to evolve a framework for this hybrid storytelling format called Beyond Panels.
Show less - Date Issued
- 2017
- Identifier
- CFE0007281, ucf:52154
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007281
- Title
- Gamification: Badges and Feedback.
- Creator
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Macon, Brian, Fanfarelli, Joseph, Smith, Peter, McDaniel, Rudy, Boustique, Hatim, University of Central Florida
- Abstract / Description
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Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a...
Show moreGamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a large urban two-year college. Badges were used to deliver embedded feedback and analyze the results on motivation, engagement, and learning. An experimental group received badges over the course of a three week module composed of various learning activities targeting course learning outcomes. A control group experienced the same learning activities without receiving the digital badges. Results indicated insignificant differences in perceived motivation, learning gains, and perceived engagement between the two groups. Positive results were observed regarding increased peer-to-peer engagement evidenced by a significant increase in discussion board activity. The increased engagement of peers leads to the subsequent building of a strong learning community. This positive group association can provide a feeling of support which leads to increased effort, persistence, and goal achievement. Potential causes are discussed and suggestions for future research are provided.
Show less - Date Issued
- 2019
- Identifier
- CFE0007491, ucf:52641
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007491
- Title
- The Effects of Narrative and Achievements on Learning in a 2D Platformer Video Game.
- Creator
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Fanfarelli, Joseph, McDaniel, Rudy, Smith, Peter, Bowers, Clint, Vie, Stephanie, University of Central Florida
- Abstract / Description
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Game design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games....
Show moreGame design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games. Achievements and narrative are two such components. They have been examined within gamified systems, but little research has studied them within the context of a serious game. The interactions between such elements and other game elements could produce results that diverge from the results of their use in isolation of a complete gaming framework. This dissertation selectively incorporates or excludes narrative and achievements within a two-dimensional platformer serious game to understand their impact on learning, flow, engagement, narrative transportation, and intrinsic motivation. Conditions are examined individually as well as in a combined condition. A control condition is maintained for comparison. Results indicate that narrative and achievements were not effective in improving the effectiveness of the game. Potential causes are discussed in tandem with the implications for the design and integration within a gaming framework. While the manipulations did not improve effectiveness, the game was responsible for substantially increased knowledge acquisition, as determined by pre and posttest results.
Show less - Date Issued
- 2014
- Identifier
- CFE0005490, ucf:50341
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005490