Current Search: Salter, Anastasia (x)
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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
- Playing with Usability: Why Technical Communicators Should Examine Mobile Games.
- Creator
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Cata, Alexandra, Jones, Dan, Applen, John, Salter, Anastasia, University of Central Florida
- Abstract / Description
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This thesis examines how technical communicators can look to free, successful mobile games for mobile User Interface (UI) and User Assistance (UA) inspiration and design techniques. The purpose of this thesis is to provide an overview of major game studies theories and situate them within technical communication theory and practices. Technical communicators can leverage game studies theories to augment existing technical communication theories and practices. Specifically, I examine cognitive...
Show moreThis thesis examines how technical communicators can look to free, successful mobile games for mobile User Interface (UI) and User Assistance (UA) inspiration and design techniques. The purpose of this thesis is to provide an overview of major game studies theories and situate them within technical communication theory and practices. Technical communicators can leverage game studies theories to augment existing technical communication theories and practices. Specifically, I examine cognitive learning theory in game design, game usability, playability, and user-centered design, and how these theories relate to technical communication, rhetorical, mobile UI/UA, and general usability theories and methods. Additionally, I also note technical communicators can provide depth and fill in existing gaps in game design theory relating to language and textual presentation within games. I demonstrate this value by synthesizing and applying these methods to two successful free mobile games: Supercell's Clash of Clans and Blizzard Entertainment's Hearthstone. In a highly competitive and lucrative environment, top free mobile games provide effective user experiences to engage and retain users. Examining mobile game design provides a creative way for technical communicators to improve their own approaches for user engagement and mobile design.
Show less - Date Issued
- 2017
- Identifier
- CFE0006573, ucf:51316
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006573
- Title
- Celebrities, Fans, and Queering Gender Norms: A Critical Examination of Lady Gaga's, Nicki Minaj's, and Fans' Use of Instagram.
- Creator
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Dieterle, Brandy, Vie, Stephanie, Brenckle, Martha, Salter, Anastasia, Pigg, Stacey, University of Central Florida
- Abstract / Description
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This dissertation used queer rhetoric as a lens for studying queering gender norms on Instagram by using Lady Gaga's, Nicki Minaj's, and fan posts as case studies. The research considers how celebrities may use social media, like Instagram, for queering gender norms, and what this might look like. This research also aimed to better understand if and how fans may take up celebrities' efforts at queering gender norms and, in turn, queer gender norms in their own Instagram posts where they tag...
Show moreThis dissertation used queer rhetoric as a lens for studying queering gender norms on Instagram by using Lady Gaga's, Nicki Minaj's, and fan posts as case studies. The research considers how celebrities may use social media, like Instagram, for queering gender norms, and what this might look like. This research also aimed to better understand if and how fans may take up celebrities' efforts at queering gender norms and, in turn, queer gender norms in their own Instagram posts where they tag Gaga or Minaj. To conduct this research, I took a multimodal methodological approach and collected and coded 1,000 posts from Gaga and Minaj, respectively, and 1,000 posts that used the hashtag Gaga and another 1,000 posts that used the hashtag Minaj. My findings suggested that Gaga and Minaj do not engage in the queering of gender norms as frequently as anticipated, and when they do it is often in relation to their public, staged performances as musicians. Furthermore, Gaga also spoke on issues relating to gender and marriage equality whereas Minaj also spoke on issues relating to racial equality. The data collected on fans was inconclusive in part because of the large number of spam posts and also because, without interviewing fans, it was difficult to discern whether they were taking up celebrity messages in their posts given information shared in the photo and in the caption. However, I was able to note that, most often, fans were engaging with celebrities by expressing admiration. This research is useful for considering how gender performance manifests on Instagram, and possible ways celebrities can utilize Instagram to queer gender norms as well as promote other messages. With regard to fan posts, I argue for continued research in ways to support fans becoming critical rather than passive consumers of celebrity culture.
Show less - Date Issued
- 2018
- Identifier
- CFE0006996, ucf:51623
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006996
- Title
- Wounded Warrior or War Hero? Or Maybe, Neither?: Resisting Common Tropes of the Veteran and Developing Digital Literacy Practices via Narrative Building and Identity Presentation in Social Networking Spaces.
- Creator
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Branham, Cassandra, Vie, Stephanie, Rounsaville, Angela, Salter, Anastasia, Grohowski, Mariana, University of Central Florida
- Abstract / Description
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This project reports on the results of a study that investigated the social networking use of student and non-student veterans, with a particular focus on the narrative building and identity presentation practices involved in this use. In this dissertation, I argue that stereotypical and exclusionary tropes of the veteran, such as the veteran as war hero and the veteran as wounded warrior, are damaging to our veterans and to others, in both the society and the classroom. However, through the...
Show moreThis project reports on the results of a study that investigated the social networking use of student and non-student veterans, with a particular focus on the narrative building and identity presentation practices involved in this use. In this dissertation, I argue that stereotypical and exclusionary tropes of the veteran, such as the veteran as war hero and the veteran as wounded warrior, are damaging to our veterans and to others, in both the society and the classroom. However, through the detailed analysis of survey data and data collected from an interview and social networking profile tour with one student veteran participant, I highlight the exclusionary nature of these tropes and argue that the complex digital narratives crafted in social networking spaces can offer resistance to popular tropes of the veteran. The complexity of my participants' digital narratives also offers support for the argument that elements of one's social networking profiles, when viewed independently and decontextualized, can lead to invalid and unfair assumptions about the users' identity. Additionally, I argue that, for my participants, many of whom demonstrated a nuanced and critical understanding of audience, decisions to self-identify as military personnel in social networking spaces are intertwined with perceptions of privacy. Finally, this project culminates in the identification of a number of digital literacy practices present in my participants' social networking use, as well as a set of pedagogical and programmatic recommendations for writing teachers and writing program administrators interested in aiding student veterans in the process of transition and reintegration.
Show less - Date Issued
- 2016
- Identifier
- CFE0006268, ucf:51030
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006268
- 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
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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
- Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World.
- Creator
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Raffel, Sara, McDaniel, Rudy, Jones, Natasha, Salter, Anastasia, Rettberg, Jill, University of Central Florida
- Abstract / Description
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This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories.The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various...
Show moreThis dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories.The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants.The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology(-)or, the tools to use it, create with it, and critique it.The third chapter presents the result of a play study conducted to measure participants' transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts.The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool.The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies.
Show less - Date Issued
- 2018
- Identifier
- CFE0007080, ucf:52015
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007080
- Title
- Using Hashtags to Disambiguate Aboutness in Social Media Discourse: A Case Study of #OrlandoStrong.
- Creator
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DeArmas, Nicholas, Vie, Stephanie, Salter, Anastasia, Beever, Jonathan, Dodd, Melissa, Wheeler, Stephanie, University of Central Florida
- Abstract / Description
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While the field of writing studies has studied digital writing as a response to multiple calls for more research on digital forms of writing, research on hashtags has yet to build bridges between different disciplines' approaches to studying the uses and effects of hashtags. This dissertation builds that bridge in its interdisciplinary approach to the study of hashtags by focusing on how hashtags can be fully appreciated at the intersection of the fields of information research, linguistics,...
Show moreWhile the field of writing studies has studied digital writing as a response to multiple calls for more research on digital forms of writing, research on hashtags has yet to build bridges between different disciplines' approaches to studying the uses and effects of hashtags. This dissertation builds that bridge in its interdisciplinary approach to the study of hashtags by focusing on how hashtags can be fully appreciated at the intersection of the fields of information research, linguistics, rhetoric, ethics, writing studies, new media studies, and discourse studies. Hashtags are writing innovations that perform unique digital functions rhetorically while still hearkening back to functions of both print and oral rhetorical traditions. Hashtags function linguistically as indicators of semantic meaning; additionally, hashtags also perform the role of search queries on social media, retrieving texts that include the same hashtag. Information researchers refer to the relationship between a search query and its results using the term (")aboutness(") (Kehoe and Gee, 2011). By considering how hashtags have an aboutness, the humanities can call upon information research to better understand the digital aspects of the hashtag's search function. Especially when hashtags are used to organize discourse, aboutness has an effect on how a discourse community's agendas and goals are expressed, as well as framing what is relevant and irrelevant to the discourse. As digital activists increasingly use hashtags to organize and circulate the goals of their discourse communities, knowledge of ethical strategies for hashtag use will help to better preserve a relevant aboutness for their discourse while enabling them to better leverage their hashtag for circulation. In this dissertation, through a quantitative and qualitative analysis of the Twitter discourse that used #OrlandoStrong over the five-month period before the first anniversary of the Pulse shooting, I trace how the #OrlandoStrong discourse community used innovative rhetorical strategies to combat irrelevant content from ambiguating their discourse space. In Chapter One, I acknowledge the call from scholars to study digital tools and briefly describe the history of the Pulse shooting, reflecting on non-digital texts that employed #OrlandoStrong as memorials in the Orlando area. In Chapter Two, I focus on the literature surrounding hashtags, discourse, aboutness, intertextuality, hashtag activism, and informational compositions. In Chapter Three, I provide an overview of the stages of grounded theory methodology and the implications of critical discourse analysis before I detail how I approached the collection, coding, and analysis of the #OrlandoStrong Tweets I studied. The results of my study are reported in Chapter Four, offering examples of Tweets that were important to understanding how the discourse space became ambiguous through the use of hashtags. In Chapter Five, I reflect on ethical approaches to understanding the consequences of hashtag use, and then I offer an ethical recommendation for hashtag use by hashtag activists. I conclude Chapter Five with an example of a classroom activity that allows students to use hashtags to better understand the relationship between aboutness, (dis)ambiguation, discourse communities, and ethics. This classroom activity is provided with the hope that instructors from different disciplines will be able to provide ethical recommendations to future activists who may benefit from these rhetorical strategies.
Show less - Date Issued
- 2018
- Identifier
- CFE0007322, ucf:52136
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007322
- Title
- Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda's Skyrim: A Qualitative Play Study.
- Creator
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Kretzschmar, Mark, Salter, Anastasia, Stanfill, Mel, Janz, Bruce, Postigo, Hector, University of Central Florida
- Abstract / Description
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This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need...
Show moreThis interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate their experiences with mods. Interviews were conducted with twenty-seven individuals who identified as gamers to analyze these perceptions of control in a game like Skyrim. The first chapter is introductory and outlines key terms for the dissertation as well as the play study's methodology. The second chapter examines philosophical and psychological perceptions of control that correspond with negative freedom (freedom from) and positive freedom (freedom to). While no game can promise radical free will because they have been programmed in advance, the information here may be used to demonstrate how perceptions of control might influence game design. The third chapter continues this exploration of perceived control through genre analysis, revealing the relationship between greater perceptions of control and mod support in sandbox video games. The fourth chapter presents the first two findings from the play study that demonstrate how mods influence player perceptions of control. The fifth chapter reveals how gamers of the play study discuss their perceptions of control video games in their own words with an emphasis on positive and negative freedom and generic conventions. The final chapter provides challenges for game design and scholarly qualitative analysis for future research based on findings in the play study.
Show less - Date Issued
- 2019
- Identifier
- CFE0007479, ucf:52673
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007479
- Title
- The Weight of Words: Collecting and Visualizing Data from Twitter.
- Creator
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McSwain, Daniel, Adams, JoAnne, Salter, Anastasia, Kovach, Keith, Smith, Peter, University of Central Florida
- Abstract / Description
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The Weight of Words is a web-based artwork designed to capture snapshots of Twitter discussions concerning the most popular topics of the day. The growth of social media in recent years has led to a sharp increase in thought and opinion sharing among the vocal population on the Internet. Twitter's use of trending topics allows users to be aware, and be a part of fun or silly stories as well as important news headlines and social movements. The Weight of Words is an exploration into using...
Show moreThe Weight of Words is a web-based artwork designed to capture snapshots of Twitter discussions concerning the most popular topics of the day. The growth of social media in recent years has led to a sharp increase in thought and opinion sharing among the vocal population on the Internet. Twitter's use of trending topics allows users to be aware, and be a part of fun or silly stories as well as important news headlines and social movements. The Weight of Words is an exploration into using Twitter's always changing landscape of conversation to generate graphic visualizations based on the most frequently used words at the time. This thesis includes a discussion regarding design considerations, application architecture, and data mining, as well as an examination of data visualization, social media, and human behavior. Through the construction of these visualizations I aim to provide a unique opportunity to discover patterns and trends from the popular topics of that current day. By providing viewers of this work with a unique perspective, I hope to encourage reflection and discussion of the current state of our culture's behavior and values.
Show less - Date Issued
- 2016
- Identifier
- CFE0006479, ucf:51422
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006479
- Title
- Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories.
- Creator
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Baker, Carissa, McDaniel, Rudy, Salter, Anastasia, Underberg-Goode, Natalie, Hover, Moniek, Dickson, Duncan, University of Central Florida
- Abstract / Description
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This dissertation examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. This was accomplished using a mixed methods approach drawing data from interviews with creative professionals, archival research, fieldwork, and an analysis of more than eight hundred narrative attractions.The survey of narrative...
Show moreThis dissertation examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. This was accomplished using a mixed methods approach drawing data from interviews with creative professionals, archival research, fieldwork, and an analysis of more than eight hundred narrative attractions.The survey of narrative attractions revealed the most common narrative expressions to be dark rides and stage shows. Source material tends to be cultural tales (legends, fairy tales) or intellectual properties (generally films). Throughout major periods and world regions, setting, scenes, and visual storytelling are the most ubiquitous narrative devices. Three dozen techniques and technologies are detailed in this project. Significant impetuses for narrative change over time are the advent of technologies, formalization of the industry, explicit discourse on storytelling, formation of design philosophies, and general convergence of media. There are at least a half dozen key distinctions in theme park narratives compared with other mediums: dimensionality, scale, communality, brevity, a combinatory aspect, and a reiterative nature. Also significant is that creative professionals view themselves as storytellers, purposefully design with narrative systems, embed them in spaces, and participate in public dialogue surrounding narrative and design principles.This study was initiated to expand the literature on emerging media and narratives within the Texts and Technology approach and to fill a gap in the scholarship, as designer standpoint is rarely considered in analysis. This is the first large-scale study of storytelling in the global theme park industry. It uses underrepresented creative voices as participants and recognizes their contributions as storytellers. Finally, the project lays the groundwork for future inquiries into theme parks as storytellers and spatial narrative mediums.
Show less - Date Issued
- 2018
- Identifier
- CFE0006973, ucf:51626
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006973