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Activist Critical Making in Electronic Literature
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2019 Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature Laura Okkema University of Central Florida Part of the Digital Humanities Commons, and the Game Design Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Okkema, Laura, "Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature" (2019). Electronic Theses and Dissertations, 2004-2019. 6361. https://stars.library.ucf.edu/etd/6361 HEARING THE VOICES OF THE DESERTERS: ACTIVIST CRITICAL MAKING IN ELECTRONIC LITERATURE by LAURA OKKEMA M.Sc. Michigan Technological University, 2014 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Arts and Humanities in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Spring Term 2019 Major Professor: Anastasia Salter © 2019 Laura Okkema ii ABSTRACT 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 Twine. -
It's About Ethics in Games Journalism? Gamergaters and Geek
SMSXXX10.1177/2056305116672484Social Media + SocietyBraithwaite 672484research-article2016 SI: Making Digital Cultures Social Media + Society October-December 2016: 1 –10 It’s About Ethics in Games Journalism? © The Author(s) 2016 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Gamergaters and Geek Masculinity DOI: 10.1177/2056305116672484 sms.sagepub.com Andrea Braithwaite Abstract #Gamergate is an online movement ostensibly dedicated to reforming ethics in video games journalism. In practice, it is characterized by viciously sexual and sexist attacks on women in and around gaming communities. #Gamergate is also a site for articulating “Gamergater” as a form of geek masculinity. #Gamergate discussions across social media platforms illustrate how Gamergaters produce and reproduce this gendered identity. Gamergaters perceive themselves as crusaders, under siege from critics they pejoratively refer to as SJWs (social justice warriors). By leveraging social media for concern-trolling about gaming as an innocuous masculine pastime, Gamergaters situate the heterosexual White male as both the typical gamer and the real victim of #Gamergate. #Gamergate is a specific and virulent online node in broader discussions of privilege, difference, and identity politics. Gamergaters are an instructive example of how social media operate as vectors for public discourses about gender, sexual identity, and equality, as well as safe spaces for aggressive and violent misogyny. Keywords Gamergate, gaming cultures, geek masculinity, online harassment, social media At the end of August 2014, many online gaming communities situate themselves as the “real” victims, oppressed by calls erupted into vicious arguments—ostensibly about ethics in for diversity and at risk of losing “their” games to more video game journalism, but more pointedly about gender, inclusive ones. -
An Application Programming Interface for the MORSE Simulator
Bachelor’s Thesis Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Control Engineering An application programming interface for the MORSE simulator Lukáš Bertl Cybernetics and Robotics: Systems and Control [email protected] January 2017 Supervisor: RNDr. Miroslav Kulich, Ph.D. Acknowledgement / Declaration I would like to express my gratitude to I hereby declare that I have complet- my supervisor RNDr. Miroslav Kulich, ed this thesis with the topic ”An ap- Ph.D. for a great mentorship, patience plication programming interface for the and wise comments that helped me com- MORSE simulator” independently and plete this project. that I have listed all sources of informa- I would like to thank my girlfriend tion used within it in accordance with and my parents for their unlimited men- the methodical instructions for observ- tal support throughout my whole stud- ing the ethical principles in the prepara- ies. tion of university theses. Finally, I thank my brother and Kač- In Prague, January ...., 2017 ka Janatková for the proofreading of this thesis. ........................................ Lukáš Bertl iii Abstrakt / Abstract Práce představuje CCMorse, což je Thesis presents the CCMorse, a simu- knihovna pro komunikaci se simuláto- lator communication library, that I have rem, kterou jsem vytvořil. Práce dále created. The thesis also describes the popisuje proces vývoje simulačního pro development process of a MORSE sim- simulátor MORSE. ulation environment. Teze probírá nejprve teorii robotic- The thesis -
Flexible Modular Robotic Simulation Environment for Research and Education
FLEXIBLE MODULAR ROBOTIC SIMULATION ENVIRONMENT FOR RESEARCH AND EDUCATION Dennis Krupke∗, Guoyuan Li and Jianwei Zhang Houxiang Zhang and Hans Petter Hildre Department of Computer Science Faculty of Maritime Technology and Operations University of Hamburg Aalesund University College Email: f3krupke, li, [email protected] Email: fhozh, [email protected] ∗corresponding author knowledge there is no special purpose simulation soft- ware for modular robots that allows for fast and easy cre- KEYWORDS ation of a simulation setup while being easy to use and easy to understand. Modular robots control, educational software, Open- A modular robot GUI has been developed that enables RAVE, interactive simulation the user to focus on robotics while most of the program- ming part is hidden. This idea is also described in (Zhang ABSTRACT et al., 2006). In contrast to other powerful systems only In this paper a novel GUI for a modular robots simula- few rules have to be learned for proper use of our sys- tion environment is introduced. The GUI is intended to tem. Motivation is the most important aspect for peo- be used by unexperienced users that take part in an edu- ple who have just begun with something new to proceed cational workshop as well as by experienced researchers and succeed. The GUI enables the user to get results who want to work on the topic of control algorithms of very quickly because only some basic knowledge about modular robots with the help of a framework. It offers the application space of modular robotics is needed. This two modes for the two kinds of users. -
The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr. -
Getting Started
Getting started Note: This Help file explains the features available in RecordNow! and RecordNow! Deluxe. Some of the features and projects detailed in the Help are only available in RecordNow! Deluxe. Click here to connect to a Web site where you can learn more about upgrading to RecordNow! Deluxe. Welcome to RecordNow! by Sonic, your gateway to the world of digital music, video, and data recording. With RecordNow! you can make perfect copies of your CDs and DVDs, transfer music from your CD collection to your computer, create personalized audio CDs containing all of your favorite songs, and much more. In addition, a full suite of data and video recording programs by Sonic can be started from within RecordNow! to back up your computer, create drag-and-drop discs, watch movies, edit digital video, and create your own DVDs. Some of these programs may already be installed on your computer. Others are available for purchase. This Help file is divided into the following sections to help you quickly find the information you need: Getting started — Learn about System requirements, Getting help, Accessibility, and Removing RecordNow!. Things you should know — Useful information for newcomers to digital recording. Exploring RecordNow! — Learn to use RecordNow! and find out more about associated programs and upgrade options. Audio Projects — Step-by-step instructions for every type of audio project. Data projects — Step-by-step instructions for every type of data project. Backup projects — Step-by-step instructions for backup projects. Video projects — Step-by-step instructions for video projects. Utilities — Instructions on how to erase and finalize a disc, how to display detailed information about your discs and drives, and how to create disc labels. -
Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
28Th Daaam International Symposium on Intelligent Manufacturing and Automation
28TH DAAAM INTERNATIONAL SYMPOSIUM ON INTELLIGENT MANUFACTURING AND AUTOMATION DOI: 10.2507/28th.daaam.proceedings.172 SERVICE ROBOTS INTEGRATING SOFTWARE AND REMOTE REPROGRAMMING Davydov D.V., Eprikov S.R., Kirsanov K.B., Pryanichnikov V.E. This Publication has to be referred as: Davydov, D[enis]; Eprikov, S[tanislav]; Kirsanov, K[irll] & Pryanichnikov, V[alentin] (2017). Service Robots Integrating Software 4nd Remote Reprogramming, Proceedings of the 28th DAAAM International Symposium, pp.1234-1240, B. Katalinic (Ed.), Published by DAAAM International, ISBN 978-3-902734- 11-2, ISSN 1726-9679, Vienna, Austria DOI: 10.2507/28th.daaam.proceedings.172 Abstract This paper presents a solution to the problems of redundancy and organisation of the software architecture inherent in robotic systems and its' simulators. The analysis and comparison of these solutions with the existing ones are given. It was designed a new software architecture for controlling mobile robotic complexes on the base of two models. Developed simulators and usage of the actor model were the base for creating the technological platforms for distributed software control, providing the simultaneous access of several users to a group of mobile robots and their virtual models. Keywords: building a network of robotarium; distributed control of mobile robots and their simulation software for mobile robot; reservation methods in robotics; dynamic reprogramming 1. Main problems When developing intelligent robots, one of the problems is the lack of effective software to create systems of group control. For example, in the well-known software packages (ROS, MRS, and others) does not included specific development tools for control of distributed mechatronic systems, especially in remote mode. -
Openrave: a Planning Architecture for Autonomous Robotics
OpenRAVE: A Planning Architecture for Autonomous Robotics Rosen Diankov James Kuffner [email protected] [email protected] CMU-RI-TR-08-34 July 2008 Robotics Institute Carnegie Mellon University Pittsburgh, Pennsylvania 15213 Copyright c 2008 by Rosen Diankov and James Kuffner. All rights reserved. Abstract One of the challenges in developing real-world autonomous robots is the need for integrating and rigorously test- ing high-level scripting, motion planning, perception, and control algorithms. For this purpose, we introduce an open-source cross-platform software architecture called OpenRAVE, the Open Robotics and Animation Virtual Envi- ronment. OpenRAVE is targeted for real-world autonomous robot applications, and includes a seamless integration of 3-D simulation, visualization, planning, scripting and control. A plugin architecture allows users to easily write cus- tom controllers or extend functionality. With OpenRAVE plugins, any planning algorithm, robot controller, or sensing subsystem can be distributed and dynamically loaded at run-time, which frees developers from struggling with mono- lithic code-bases. Users of OpenRAVE can concentrate on the development of planning and scripting aspects of a problem without having to explicitly manage the details of robot kinematics and dynamics, collision detection, world updates, and robot control. The OpenRAVE architecture provides a flexible interface that can be used in conjunction with other popular robotics packages such as Player and ROS because it is focused on autonomous motion planning and high-level scripting rather than low-level control and message protocols. OpenRAVE also supports a powerful network scripting environment which makes it simple to control and monitor robots and change execution flow dur- ing run-time. -
Chi Lin Chang Taiwan (R.O.C.) +886-9-3038-6000 (張祺崙/Alan Chang) [email protected] Homepage
7F, No.233, Bade Rd. East Dist., Hsinchu City 30069 Chi Lin Chang Taiwan (R.O.C.) +886-9-3038-6000 (張祺崙/Alan Chang) [email protected] Homepage: http://qi1002.github.io/ EXPERIENCE SKILLS Mentor Graphics, LINK, Taiwan/Hsinchu— Senior Software Engineer C and C++ June 2019 - PRESENT (AMS BU) Java, C# and Python ➢ Model extractor QT Tool development and common model interface with simulator. Android framework in java/native/kernel layers Mediatek, LINK, Taiwan/Hsinchu— Manager/ Technical Manager Linux Kernel and FPGA emulation 1. June 2012 - January 2019 (CTO BU) (more than 3 years’ team management experience) ➢ Camera team for smart phone project 8032 and ARM RISC - Manage the team for camera 3A & ISP flow and support image quality tuning flows on OpenCL, OpenVX, OpenCV our camera C++ modules. Familiar to android camera interface, camera ISP/3A on OpenGLES, GPU android C++ native framework and our bit-True flow with CModel by python scripts. DNN - Caffe - Involved in the CV algorithm survey for ADAS based OpenCL + OpenVX or OpenCL + ASP, JSP, CSS and HTML openCV or Halide. (ex: canny edge, pedestrian/face detection) and survey DNN – Caffe for the possibility of ADAS application. Caffe, OpenCV, Halide are all based on C++. - Hands on IQ tuning tool development. Use Python .NET to integrate with C# and python CERTIFICATION work together seamlessly in tool. Familiar to C# and Python. ➢ GPU team for smart phone project ISO 26262 Basic Training Course (Tuv Nord) - Hands on to develop the GPU driver (based on mesa 9.0) in the multiple environments, (ex: windows, Linux, android emulator, FPGA with Linux console, FPGA with android K, Tablet with android L) and be charge of the IP bring up in the first IC. -
The Limits and Strengths of Using Digital Games As "Empathy
United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development WORKING PAPER 2017 - 05 | DECEMBER 2017 THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development UNESCO MGIEP United Nations Educational, Scientific and Cultural Organization | Mahatma Gandhi Institute of Education for Peace and Sustainable Development 35 Ferozshah Road, ICSSR Building,1st Floor, New Delhi- 110001, INDIA. December, 2017 © UNESCO MGIEP Author: Matthew Farber, Ed.D., Assistant Professor, University of Northern Colorado Karen Schrier, Ed.D., Associate Professor, Director of Games & Emerging Media, Marist College The opinions expressed in this publication are those of the authors and are not necessarily endorsed by UNESCO MGIEP. UNESCO MGIEP is not responsible for discrepancies, if any, in data and content. Any communication concerning this publication may be addressed to: UNESCO MGIEP [email protected] Printed in India THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Abstract This working paper grapples with questions related to the intersection of digital games and empathy. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation.