Search results
(121 - 140 of 141)
Pages
- Title
- Sofanda Booz
- Creator
- Deanda, Michael
- Date
- 2018-02-23, 2018-02-23
- Description
-
In this interview, Sofanda relays her experience doing drag and developing her Bingo set, focusing on how she creates a welcoming community...
Show moreIn this interview, Sofanda relays her experience doing drag and developing her Bingo set, focusing on how she creates a welcoming community for Bingo players to join in on a Tuesday night. Highlighted here is how Bingo provides an accessible way for designers with little to no game design training are able to develop meaning play experiences. Furthermore, she elaborates on how Bingo extends her own performance of gender and sexuality to the players, inviting them to also perform and play with gender and sexuality. While Drag Bingo highlights an accessible method of structuring play, successful drag queen Bingo hosts must cultivate a liminal low- stakes space for participants to play with performances of gender and sexuality.
Oral history project with Sofanda Booz
Show less
- Title
- Sofanda Booz: 20180227_201404
- Creator
- Deanda, Michael
- Date
- 2018-02-23, 2018-02-23
- Description
-
In this interview, Sofanda relays her experience doing drag and developing her Bingo set, focusing on how she creates a welcoming community...
Show moreIn this interview, Sofanda relays her experience doing drag and developing her Bingo set, focusing on how she creates a welcoming community for Bingo players to join in on a Tuesday night. Highlighted here is how Bingo provides an accessible way for designers with little to no game design training are able to develop meaning play experiences. Furthermore, she elaborates on how Bingo extends her own performance of gender and sexuality to the players, inviting them to also perform and play with gender and sexuality. While Drag Bingo highlights an accessible method of structuring play, successful drag queen Bingo hosts must cultivate a liminal low- stakes space for participants to play with performances of gender and sexuality.
Oral history project with Sofanda Booz
Show less
- Title
- COMMUNICATION, LEADERSHIP, AND VIRTUAL TEAMS
- Creator
- Robinson, Joy D.
- Date
- 2014, 2014-05
- Description
-
A self-managing virtual (SMV) team is a configuration that permits team leaders to manage and administer their team with limited supervisory...
Show moreA self-managing virtual (SMV) team is a configuration that permits team leaders to manage and administer their team with limited supervisory oversight. These teams are widespread in software and engineering environments where resources may be scattered globally (Yukl, 2009). Research into SMV team leadership is, however, in its early stages. Scholars have yet to confirm that traditional leadership theories operate in this theater. Additionally, the slate of leader roles that describe leadership and how these leaders affect success is not well understood. Research into emergent leadership provides limited insight into virtual teams, but current research fails to examine how emergent leaders manifest in the presence of an appointed leader. This study examines the relationship between emergent leadership and team success using the Behavioral Complexity Leadership theory or Leaderplex. In the experiment, two virtual teams attempted a series of interdependent, complex tasks across a series of weeks. This analysis confirmed that leader roles could adequately describe leadership in virtual teams. SMV leaders focused specifically on the Monitor role with the remaining roles left distributed among the membership. The appointed leader condition did not suppress leader roles, however, in this study the appointed leader negatively affected team performance. Lastly, two perspectives (Perception and Practice) showed little correlation between leader roles. The study, conducted using the synthetic milieu of a popular MMO --World of Warcraft, served to push the envelope of permissible social science research environments.
PH.D in Technical Communication, May 2014
Show less
- Title
- The Waste of Parts Capstone Examples
- Creator
- Duda,Evan
- Date
- 2020
- Description
-
The Waste of Parts is a prototype board game finished for my Digital Humanities Capstone Elective
- Title
- Fostering personal finance engagement with a habit building app
- Creator
- Hapner, Bridget
- Date
- 2022-11-04
- Description
-
Master's Project focused on developing a concept for a personal finance literacy app.
- Title
- “Broader Impacts” or “Responsible Research and Innovation”? A Comparison of Two Criteria for Funding Research in Science and Engineering
- Creator
- Davis, Michael, Laas, Kelly
- Date
- 2013-10, 2013-10
- Publisher
- Springer
- Description
-
Our subject is how the experience of Americans with a certain funding criterion, “broader impacts” (and some similar criteria) may help in...
Show moreOur subject is how the experience of Americans with a certain funding criterion, “broader impacts” (and some similar criteria) may help in efforts to turn the European concept of Responsible Research and Innovation (RRI) into a useful guide to funding Europe’s scientific and technical research. We believe this comparison may also be as enlightening for Americans concerned with revising research policy. We have organized our report around René Von Schomberg’s definition of RRI, since it seems both to cover what the European research group to which we belong is interested in and to be the only widely accepted definition of RRI. According to Von Schomberg, RRI: “… is a transparent, interactive process by which societal actors and innovators become mutually responsive to each other with a view to the (ethical) acceptability, sustainability and societal desirability of the innovation process and its marketable products (in order to allow a proper embedding of scientific and technological advances in our society).” While RRI seeks fundamental changes in the way research is conducted, Broader Impacts is more concerned with more peripheral aspects of research: widening participation of disadvantaged groups, recruiting the next generation of scientists, increasing the speed with which results are used, and so on. Nevertheless, an examination of the broadening of funding criteria over the last four decades suggests that National Science Foundation has been moving in the direction of RRI.
Sponsorship: European Community’s Seventh Framework Programme grant number 321400.
Show less
- Title
- From positivism to conventionalism: Comte, Renouvier, and Poincaré
- Creator
- Schmaus, Warren
- Date
- 2019, 2019
- Publisher
- Elsevier
- Title
- INFORMATION QUALITY: RESTRUCTURING THE MODERN ACADEMIC LIBRARY FOR RESEARCH ACCURACY
- Creator
- JURKOWSKI, ODIN L.
- Date
- 1997-05
- Description
-
Information overload causes problems in accessing information and is becoming more prevalent as technology allows us to store greater amounts...
Show moreInformation overload causes problems in accessing information and is becoming more prevalent as technology allows us to store greater amounts of information, and as researchers produce ever more specialized knowledge. This thesis will begin with a discussion of this overload followed by an examination of statistics gathered at Illinois Institute of Technology (which support the trend of increased interlibrary loan transactions and the rise in information availability). Following a review of the literature in library and information science, psychology, and linguistics, this thesis will discuss some of the solutions to this problem. First, access may be improved by transforming the storage of information from traditional print resources to electronic. Considering the restrictions of the present vendor supplied print resources, the limitations due to present copyright law, and cost comparisons between print and electronic subscriptions, we find a distinct advantage to future electronic access. This access can be improved through the use of electronic journals, full-text/image databases, and virtual libraries. Second, the searching capabilities of information systems can be improved in order to narrow information into more accurate search results. This can be done by advanced indexing, adding value, relevance and ranking, citation analysis to direct the patron towards improved search results, and by taking advantage of hypertext capabilities in order to ease navigation through information systems.
Show less
- Title
- SELECTING AN EFFECTIVE DELIVERY METHOD FOR MULTIMEDIA-BASED DISTANCE EDUCATION
- Creator
- BURIAN, ARNOLD
- Date
- 1998-05
- Title
- TESTING COMPUTER INTERACTION TECHNOLOGY AND METHODS WITH CHILDREN
- Creator
- FROEHLICH, THORSTEN
- Date
- 2007-07
- Description
-
Deploying educational computer games for children in schools requires understanding of usability. Usability of computer hardware as well as...
Show moreDeploying educational computer games for children in schools requires understanding of usability. Usability of computer hardware as well as the game user interaction is a major concern of this research. The aim of this thesis is to compare the usability of mice and touchpads, as well as test graphics tablets, with third and fifth grade students. Each of these technologies' usability is measured using drag and drop, point and click, and click-only interaction by measuring time to complete tasks and error rate. For this purpose, 142 students participated in a quantitative usability test conducted in five Chicago-area elementary schools. Students played a custom-designed computer game asking them to solve mathematical problems appropriate for their level of education. The main purpose of the game was to create a realistic workload for users. The game tracked students' interactions by recording on-screen cursor movements. Statistical analysis of variance (a = 0.01) of usability showed no significant difference using point and click compared to drag and drop. There was no significant difference between using mice and touchpads. However, because students had no prior experience using graphics tablets, tablet use could not be learned within ten minutes. Finally, usability was found to increase with students' age. Further, when the movements were analyzed for patterns, statistical analysis revealed that workload had a significant influence on usability. Two patterns emerged: hovering with the cursor to find answers on screen, and evading screen areas where accidental dropping of an item could result in an incorrect answer. Although students employing these patterns require more time than reported in previous research, workload had never been considered as a significant factor before. In conclusion, schools can deploy either desktop computers commonly using mice or notebook computers commonly using touchpads because usability does not differ significantly. Workload is the important factor on usability, and thus when developing and usability testing specific games, the users' workload has to be observed. In addition, game designers should consider supporting both drag and drop and point and click. Finally, when testing games, children should be exactly the age of the target audience for accurate results.
Show less
- Title
- THE FRONT VOWELS BEFORE R OF THE NORTH-CENTRAL STATES
- Creator
- HARTMANN, ERIKA
- Date
- 1981-05
- Title
- INCORPORATING DATABASE EDUCATION INTO THE GRADUATE TECHNICAL COMMUNICATION CURRICULUM
- Creator
- GEHRS, GORDON SCOTT
- Date
- 2008-05
- Description
-
The purpose of this study was to identify if there existed a need for database education in technical communication programs. This was...
Show moreThe purpose of this study was to identify if there existed a need for database education in technical communication programs. This was achieved using a two part approach: Jobs data was collected from three major search engines and the results plotted showing a roughly 20% requirement for techcomm positions to have some database knowledge and skill. Then the data was further striated by which techcomm positions were expected to have which skills. The jobs data was also supported by the database skills taught in computer science education, and that of information technology. Next, twelve graduate programs were analyzed for their database educational requirements to show that the need for database skills was not being met in techcomm graduate programs. Finally course content was proposed for five new database courses: OS and Networking Basics, Introduction to Databases, Database Design, and Using Databases. A single course outline is proposed for programs wishing to implement the material more easily.
Show less
- Title
- EVALUATION OF IMPLEMENTING SGML AT ENDEAVOR INFORMATION SYSTEMS
- Creator
- STENGLEIN, KRISTEN R.
- Date
- 1996-04
- Description
-
With large amounts of information for multiple outputs being stored on computers, companies need an effective method of creating, storing, and...
Show moreWith large amounts of information for multiple outputs being stored on computers, companies need an effective method of creating, storing, and re-using information. This proposal investigates whether the Standard Generalized Markup Language (SGML) is the best method to achieve these goals for a small company.
Show less
- Title
- EVALUATION IF COMPLETENESS, COMPREHENSION AND CREDIBILITY ON AN E-HEALTH WEB SITE
- Creator
- MASTARONE, GINNIFER L.
- Date
- 2007-05
- Title
- THE EFFECT OF MOOD INDUCTION ON ADOLESCENT SPEECH BEHAVIOR
- Creator
- LAWRENCE, HALCYON
- Date
- 2010-12
- Description
-
An experiment was conducted to determine if a sad mood induction procedure using music and self-imagery would produce sad speech in...
Show moreAn experiment was conducted to determine if a sad mood induction procedure using music and self-imagery would produce sad speech in adolescents. The participants were asked to rate their perceived positive and negative affect and they were recorded. reading speech materials. Results indicate that although participants perceived a change in mood from neutral to sad, none of the baseline acoustic correlates of sad speech were identified in their recordings. These results suggest that either participants were not induced into a sad mood by this procedure or that the method of self-reporting is an inadequate assessment for this age group, signaling that more effective ways to measure mood for adolescents should be investigated. Additionally, since most studies on sad speech use actors, the results may indicate that acted speech provides significantly different correlates from emotionally-induced speech. Finally, a similarly valenced mood may have been induced instead of sadness (e.g. "calmness") which possesses different acoustic correlates from sad speech. Whilst the findings suggest that there is need for further research on these issues, this experiment demonstrates that mood inducement procedures (MIPs), primarily used in the field of psychology, can be applied in other domains. For example, MIPs conducted in online environments could provide useful insights into how mood affects users' online behaviors.
Show less
- Title
- UTILIZATION OF CONCEPTS OF INSTRUCTIONAL DESIGN, INFORMATION ARCHITECTURE AND USABILITY TO CREATE A CORPORATE EMPLOYEE TRAINING PROGRAM
- Creator
- DIGIACOMO, PHILIP A.
- Date
- 2007-05
- Description
-
Purpose: The Bally Problem...
Show morePurpose: The Bally Problem In 2003, Bally Total Fitness began the process of an international restructuring. The purpose of this restructuring initiative was to address the continuing decay of process efficiency, profitability and company image through a bottom up approach with the staff of the 400+ Bally Total Fitness clubs. The key for this approach was to place the primary focus on two departments; Operations and Employee Training & Development. This documentation and accompanying materials have been compiled as a means with which to outline and catalogue the employee training component of this restructure as well as the process in which the project was carried out. One of the primary reasons Employee Training & Development was considered key in this restructure was due to the need for a single department to facilitate the cultural change throughout the company, which was considered essential to the turnaround effort. The company realized that the only way to properly facilitate this change was to assure that adult learning professionals worked at all levels of the company to educate the staff and steer the needed transition. It was determined that Employee Training & Development must be restructured in a way that allowed for a higher quality of effectiveness in the field, regional offices and the corporate headquarters. The company, as a whole, was looking to implement a more balanced approach to training that would create a well rounded club level employee rather than staff with limited niche roles. Additionally, the company mandated that the corporate team for Employee Training & Development would simultaneously help to educate the executive team while field training managers facilitated the initiative in the clubs and regional offices. For this reason, the corporation decided to restructure the department with the primary goal of recreating a training department from the ground up that would utilize modern philosophies, concepts and technology for adult learning in order to strengthen the ability, productiveness and quality of employee training. To address the employee training component of the restructuring initiative, a team of training professionals were assembled with an initial purpose statement: To assess, evaluate and develop the Bally Total Fitness employee training program utilizing contemporary theories and approaches to adult learning. This team was directed to create and execute upon an approved turnaround strategy with the goal of improved employee development as the dominant focus. Accomplishment of this goal would only be considered to be achieved through development of a training program that addressed and resolved any issues found within the original employee training curriculum that could be shown to adversely affect the average employee's ability with responsibilities, on-the-job attitude and customer service. Preparation for this restructuring required the newly created team to conduct in depth analyses of each department within the corporation to determine the level of importance they played within the overall structure of daily business and how employee training impacted the quality and productivity of their functions. Once these departmental analyses were completed, the team would be expected to create, present and execute a project plan to begin the process of resolving the employee training issues plaguing the corporation.
Show less
- Title
- DEVELOPING INFORMATION PRODUCTS USING QUALITY MANAGEMENT
- Creator
- BATSON, LAURA SHEEHAN
- Date
- 2010-12
- Description
-
In regards to information design, research provides high-level suggestions on how to learn and interact with customers to obtain their desired...
Show moreIn regards to information design, research provides high-level suggestions on how to learn and interact with customers to obtain their desired requirements; but specifics on an approach to eliciting and controlling measurable requirements throughout the development process are not explored. In other areas of design, such an approach already exists: Quality Management, which has successfully improved processes and provided measurements for improvement in order to decrease errors and increase productivity. This dissertation analyzes the applicability of quality management tools to the process of developing information products. The methodology involved two phases. In the initial phase, the researcher had the task of improving a company's benefits enrollment package for two groups. A Traditional Group used the currently accepted best practices in technical communication, performing a heuristic evaluation and a usability test to determine what changes to make in the existing package. This group focuses on the existing benefits enrollment package. In contrast, a Quality Management Group developed a benefits enrollment package using quality management tools, gathering quantifiable functional requirements early in the design and continuing throughout the process. The researcher prepared a revised benefits enrollment package for both groups, and the results of the studies were compared. According to the usability analysis, the Traditional Group showed considerable improvement from the original package to the redesigned package. However, the Quality Management Group showed even greater improvements in several areas, suggesting the potential viability of this method in information design. Future studies should focus on testing the effectiveness of this process on other types of information products. For the products that are successful, information designers could greatly benefit in learning how to use quality management tools to provide more precise and measurable information products.
Show less
- Title
- THE DEVELOPMENT OF THE WISHNICK LEARNING CENTER: A DIGITAL MEDIA CENTER
- Creator
- SMITH, KEVIN G.
- Date
- 2004-03
- Description
-
This research paper presents a case to establish a central location for multimedia usage, resources and services for both the IIT community...
Show moreThis research paper presents a case to establish a central location for multimedia usage, resources and services for both the IIT community and external communities on the campus of Illinois Institute of Technology. Though a two phased research process, I worked to established baseline multimedia resource data from 10 separate university schools which in turn helped me to collect current multimedia resources information on all service providers on IIT campuses. The final step was to create and implement a detailed survey assessment of current IIT students and alumni, faculty and staff, community users, on campus service providers and partners on the impressions current impressions and needs of multimedia services on campus. I concluded that through more communication and collaboration between existing campus multimedia service providers and partners, plus open communication with the clients, IIT could better allocate current multimedia resources on campus for all respective clientele. By combining both financial and human resources and centralizing the efforts to one location, the campus can begin the current and growing need for more multimedia resources and services on campus. However, more in-depth research and assessment of current and future client needs are required to help support the case, while paying particular attention to current faculty skill set, incoming student skill set, and the surrounding community development in the area of technological skill set. Hypothesis and Objectives My hypothesis is that centralized multimedia resources and services on IIT's campuses would provide clients with more cost-effective, efficient services than the decentralized multimedia resources and services that are currently provided. Additionally, I plan to make recommendations for the role, staffing, facility usage, and placement of a new centrally located multimedia facility. The objectives of this research are to obtain insights, determine needs, and list accomplishments for multimedia facility usage currently provided on IIT campuses. I am also collecting information from faculty, students, and staff regarding current usage and projected multimedia needs. Information collected from the research will also help to establish future recommendations for the development of a Multimedia and Instructional Technology (MIT) facility on campus, (currently known as the Digital Media Center), and determine recommendations for current computer and technology resources on campus utilized by participants in the survey.
Show less
- Title
- THE EFFECTS OF COMMUNICATION MODALITY ON PRESENCE, COGNITIVE LOAD AND RETENTION IN SECOND LIFE
- Creator
- WILKES, STEPHANY FILIMON
- Date
- 2009-12
- Description
-
This thesis reports findings from a study (N = 60) of the impact of three communication modalities (voice only, text only, and voice and text...
Show moreThis thesis reports findings from a study (N = 60) of the impact of three communication modalities (voice only, text only, and voice and text simultaneously) on cognitive load, as measured by subjective reports of mental effort; on learning, as measured by tests of recall and retention; and on perceptions of presence as measured by a Presence Questionnaire (Witmer & Singer, 2005). Based on the results of prior empirical research, it is hypothesized that retention scores will be higher for voice participants and voice-and-text participants than for text-only participants; that cognitive load will be lower for voice participants and higher for text conditions; that voice will contribute to greater perceptions to presence; and that higher perceptions of presence will not correlate with deeper learning. Study results indicate that communication modality significantly effected cognitive load (F(2, 54) = 4.58, p = .01) and retention (F(2, 54) = 3.53, p = .04), and that experience with and time spent in the virtual environment had significant effects on measures of cognitive load, retention, and presence: Significant between-subjects effects were found for cognitive load and time (p = .23), for retention and time (p = .21), and for retention and experience (p — .03).
Show less
- Title
- Views on Ethical Issues in Research Labs: a University-Wide Survey
- Creator
- Laas, Kelly, Taylor, Stephanie, Miller, Christine Z, Brey, Eric M, Hildt, Elisabeth
- Date
- 2021
- Description
-
Full survey used for "Views on Ethical Issues in Research Labs" published in the journal Accountability in Research: Policies and Quality...
Show moreFull survey used for "Views on Ethical Issues in Research Labs" published in the journal Accountability in Research: Policies and Quality Assurance in 2021. This survey was completed in 2017.
Sponsorship: National Science Foundation
Show less - Collection
- Accountability in Research: Policies and Quality Assurance