Grey Literature
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- Simultaneous test procedures : some theory of multiple comparisons(North Carolina State University. Dept. of Statistics) Gabriel, K. R.
- The extrema of the expected value of a function of independent random variables(North Carolina State University. Dept. of Statistics) Hoeffding, Wassily
- The use of multiple measurements to monitor protocol adherence in epidemiological studies(North Carolina State University. Dept. of Statistics) Schey, H. M.; Davis, Clarence E.
- Asymptotically efficient minimum distance estimators for location(North Carolina State University. Dept. of Statistics) Boos, Dennis D.
- Least squares aspects of analysis of variance(North Carolina State University. Dept. of Statistics) Bose, Raj Chandra
- Optimal experimental designs in two dimensions using minimum bias estimation(North Carolina State University. Dept. of Statistics) Evans, J. W.; Manson, A. R.
- Parameter estimation intensity models for the maintained responses of neurons(North Carolina State University. Dept. of Statistics) Liu, Chia-Yee J.; Smith, Charles E.
- Transmedia storytelling in a post-pandemic world(02-2021) Tasnif, Kulsum; J. Mark Scearce; Kathleen Reider; Kate Greder; Jedidiah GantLoss has played an undeniably significant role in my life, and by extension has become a unifying theme in my art for the past twenty years. Experienced in the realities of loss, I have approached this topic from various vantages from the political to the personal. Through this project, I present a universal outlook. The pandemic has set the stage for us to observe and participate in the very human experience of grief and loss--and perhaps more interesting, our ability to grow and learn from it. How do we as complex individuals and as a collective society find the facilities to cope when faced with life’s inevitable challenges that so often affect our mental well-being? Storytelling is at the heart of this project. Phase one examines Instagram as an interactive, ever-evolving platform to dive into deeper, more meaningful content. Phase two explores a podcast as the medium to maximize the impact of candid conversations, spoken word, and auditory reflections. The purpose of this undertaking is to understand traumas and triumphs we as a society have faced and embraced as a result of isolation and loneliness brought on by the pandemic by highlighting shared experiences through curated collective narratives. Thus, SHROUDED, or Kafan, meaning “shroud” in Arabic, is a transmedia series that explores the universality of loss by integrating organic storytelling with digital technologies to evoke complex emotions. Incorporating components such as social and digital media, these mediums tell stories not only of what we have lost, but of what we have found.
- SHROUDED : Transmedia storytelling in a post-pandemic world(02-2021) Tasnif, Kulsum; J. Mark Scearce; Kathleen Reider; Dr. Kate Greder; Jedidiah Gant,Loss has played an undeniably significant role in my life, and by extension has become a unifying theme in my art for the past twenty years. Experienced in the realities of loss, I have approached this topic from various vantages from the political to the personal. Through this project, I present a universal outlook. The pandemic has set the stage for us to observe and participate in the very human experience of grief and loss--and perhaps more interesting, our ability to grow and learn from it. How do we as complex individuals and as a collective society find the facilities to cope when faced with life’s inevitable challenges that so often affect our mental well-being? Storytelling is at the heart of this project. Phase one examines Instagram as an interactive, ever-evolving platform to dive into deeper, more meaningful content. Phase two explores a podcast as the medium to maximize the impact of candid conversations, spoken word, and auditory reflections. The purpose of this undertaking is to understand traumas and triumphs we as a society have faced and embraced as a result of isolation and loneliness brought on by the pandemic by highlighting shared experiences through curated collective narratives. Thus, SHROUDED, or Kafan, meaning “shroud” in Arabic, is a transmedia series that explores the universality of loss by integrating organic storytelling with digital technologies to evoke complex emotions. Incorporating components such as social and digital media, these mediums tell stories not only of what we have lost, but of what we have found.
- Enhancing Reading Comprehension Skills through the Graphic Novel Medium An Experimentation on How the Design of a Literary Graphic Novel Can Support and Help Users with their Reading Comprehension Skills(05-05-2020) Nguyen, Monica; Patrick Fitzgerald; Gregory Carter; Margaret SimonThis project focuses on enhancing reading comprehension skills using the construction elements of the graphic novel medium by transcribing a literary story that has yet to be visualized. Traditional literature in education uses mainly text however visuals are being used more frequently in everyday materials such as textbooks. The transition of society is becoming primarily visual and the need to become visually literate is more of a necessity. Remediation is the act or process that involves improving the conditions of its predecessors. Books have been adapted into non-text forms such as audio, film, animation, and plays. According to the National Council of Teachers of English/International Reading Association’s standards for English language arts, reading comprehension is best practiced using multiple tools because the preferred learning style of individuals vary. As books continue to be remediated the graphic novel medium has been gaining popularity and slowly being accepted as more than just a tool for entertainment. Therefore, this project helps readers improve their reading comprehension skills by the page compositions used in graphic novels.
- Anxiety-Coping Strategies and their Place in Game-Based Learning: An Exploration into How the Integration of Stress-Reducing Strategies into a Serious Game Can Offer Children a Learning Environment that is Both Encouraging and Effective(05-05-2020) Hennes, Isabel; Marc Russo; John Nietfeld; JMark ScearceEvery human experiences stress in some form or another, and in the right amount it can act as an excellent motivator. It is only when a person experiences so much anxiety that it negatively impacts his or her ability to function in everyday life that it is truly considered a disorder. Anxiety is the body’s fight or flight response to perceived danger and—when treated appropriately through various therapies and from a young enough age—those who suffer from anxiety can learn to cope and overcome his or her disorder. Unfortunately, many children who develop anxiety, whether due to a learning deficit or a variety of other factors, take that anxiety into adulthood if untreated. By identifying whether or not a child is struggling in school due to symptoms of anxiety, parents and teachers have the opportunity to teach and encourage healthy coping strategies that can enable the child to appropriately react when experiencing an overwhelming amount of stress and worry. By addressing such symptoms early on, parents and teachers have the ability to recognize unhealthy behaviors and seek professional help if they fear their child is struggling. The intended purpose of this project is first, to understand what ways can the integration of anxiety coping tools and strategies into a game-based learning environment help normalize and alleviate assessment-induced stress; and secondly, how can such a system bring attention to parents and teachers of children who might be struggling in school? This project is not meant to diagnose anyone with learning or anxiety disorders, or provide long term therapy, but rather give students, no matter their condition, an opportunity to learn how to react to stressful situations with healthy behaviors.
- Anxiety-Coping Strategies and their Place in Game-Based Learning: An Exploration into How the Integration of Stress-Reducing Strategies into a Serious Game Can Offer Children a Learning Environment that is Both Encouraging and Effective(05-05-2021) Hennes, Isabel; Marc Russo; John Nietfeld; JMark ScearceEvery human experiences stress in some form or another, and in the right amount it can act as an excellent motivator. It is only when a person experiences so much anxiety that it negatively impacts his or her ability to function in everyday life that it is truly considered a disorder. Anxiety is the body’s fight or flight response to perceived danger and—when treated appropriately through various therapies and from a young enough age—those who suffer from anxiety can learn to cope and overcome his or her disorder. Unfortunately, many children who develop anxiety, whether due to a learning deficit or a variety of other factors, take that anxiety into adulthood if untreated. By identifying whether or not a child is struggling in school due to symptoms of anxiety, parents and teachers have the opportunity to teach and encourage healthy coping strategies that can enable the child to appropriately react when experiencing an overwhelming amount of stress and worry. By addressing such symptoms early on, parents and teachers have the ability to recognize unhealthy behaviors and seek professional help if they fear their child is struggling. The intended purpose of this project is first, to understand what ways can the integration of anxiety coping tools and strategies into a game-based learning environment help normalize and alleviate assessment-induced stress; and secondly, how can such a system bring attention to parents and teachers of children who might be struggling in school? This project is not meant to diagnose anyone with learning or anxiety disorders, or provide long term therapy, but rather give students, no matter their condition, an opportunity to learn how to react to stressful situations with healthy behaviors.
- THE CHANGE WE SEEK: Creative History as Social Justice(05-10-2021) Bailey, Darrien D.; Dr. Derek Ham; Dr. Blair L.M. Kelley; Marc RussoIn what ways could digital tools enhance the historical material of oral history to inspire public engagement and deepen understanding of the complexity of systemic racism in America? The Change We Seek is a project that intends to promote social change through reimagining how oral history can be used and presented to better inform collegiate and high school students on complex issues of race in American society. Through utilizing the educational value of sharing narratives from people of color (POC), and animation, this project is an all-out effort to redefine how oral history has the potential to provoke a realization within the American public of its sizeable racial disparity. The research included in this paper also documents significant historical and theoretical research that shapes the content produced for The Change We Seek. This research charts numerous instances of how the foundations which shape American society, most specifically education, have significantly affected the lives of black people forcing readers and viewers of content produced from The Change Week Seek to understand the gravity of America’s racial divide.
- Other as Spectacle: Women, Queerness, and the Male Gaze(05-2020) Fisher, Sara; Todd Berreth; Pat Fitzgerald; Tania AllenThis project, Other as Spectacle, aims to create an interactive installation that explores what it is like to be othered by the male gaze, and through the experience establish a new understanding in the viewer the harm the male gaze has on women and queer individuals. The theme of the work surrounds the concept of a masquerade—the user steps in front of an interactive projection and finds themselves in the role of the ‘outsider.’ The viewer will face their own reflection in a mirror, and witness as their image is distorted—their reflection on the screen slowly morphing into the figure of a monster as the characters on the screen gawk at them.
- Safe Break The Virtual “Third Place”(05-2021) Poarch, James F.; Justin Johnson; Kirby Culbertson; Patrick Fitzgerald“Safe Break” is an interactive experience for people with sensory sensitivity to escape to a virtual “third place” when the outside world is overwhelming. Inspired by VR experiences that emulate the autistic experience and taking cues from VR Chat and Mozilla Hub, “Safe Break,” when adaptable by its users, can provide sanctuary and a sense of belonging to those who find it difficult to acclimate to visual and auditory overstimulation. A virtual third place like “Safe Break” can be beneficial to young adults in fostering real world social engagement and can be useful when in accordance with occupational therapy and Ayres Sensory Integration (ASI) intervention to help develop better coping strategies. This fully mobile demo can transport players to a virtual coffee shop—a typical example of a “third place,” social spaces between the home and the workplace—where the skybox outside the shop and the environment inside can be tailored to the user’s desired comfort level. In addition, relaxing environment sounds can be customized to a player’s desired volume. The user interface is designed to accommodate individuals with varying degrees of ASD functionality. Immersion, Presence, and Narrative Theory were considered in developing a convincing environment separate from reality.
- Safe Break : The Virtual “Third Place”(05-2021) Poarch, James Freeman; Justin Johnson; Kirby Culbertson; Patrick Fitzgerald“Safe Break” is an interactive experience for people with sensory sensitivity to escape to a virtual “third place” when the outside world is overwhelming. Inspired by VR experiences that emulate the autistic experience and taking cues from VR Chat and Mozilla Hub, “Safe Break,” when adaptable by its users, can provide sanctuary and a sense of belonging to those who find it difficult to acclimate to visual and auditory overstimulation. A virtual third place like “Safe Break” can be beneficial to young adults in fostering real world social engagement and can be useful when in accordance with occupational therapy and Ayres Sensory Integration (ASI) intervention to help develop better coping strategies. This fully mobile demo can transport players to a virtual coffee shop—a typical example of a “third place,” social spaces between the home and the workplace—where the skybox outside the shop and the environment inside can be tailored to the user’s desired comfort level. In addition, relaxing environment sounds can be customized to a player’s desired volume. The user interface is designed to accommodate individuals with varying degrees of ASD functionality. Immersion, Presence, and Narrative Theory were considered in developing a convincing environment separate from reality.
- The Black Tuesday Experience(05-2021) Maynard, Edwina; Pat Fitzgerald; Chandra Cox; Todd BerrethMy project aims to unearth a significant but often untold history of the precursors to independence in the Bahamas—Black Tuesday. Because of a lack of written documentation about many of the events, it will also integrate the preliminary collection of oral histories to help tell this story from a number of different perspectives, to preserve for generations to come. The decision to use virtual reality in The Black Tuesday Experience is reliant on the fact that it is an empathetic engine, meaning it places users into the experience, it allows for full immersion thus altering the user’s thoughts about an event. The Black Tuesday Experience uses virtual reality to overlay historical pieces of media on top of contemporary backgrounds and voices; listening to historical stories told with modern technology changes history into an entertaining art form. The premise of this project is to allow people who are interested in history to hear the oral histories of Bahamian people and to gain a better understanding as to why the event ‘Black Tuesday’ was so important in Bahamian history.
- Virtual Presence: Supporting Collaboration(05-2022) Pryor, Eric; Tasheka Arceneaux Sutton; Deborah Littlejohn; Scott Townsend,We are in a new age of simple and accessible tools for remote collaboration, but XR applications that enable collaboration are sorely lacking in their implementation of social presence features. Better social representations are needed to make remote collaboration in XR applications feel more natural. This investigation explores visualizations of social presence that break the typical convention of full-body, stylized avatars. The potential of gestural control, and the effects it has on the social aspects of remote collaboration is also explored.
- Experiential Noticing(05-2022) Oweida, Philip; Kermit Bailey; Matthew Peterson; Jarrett FullerEnvironmental literacy and humans’ declining exposure to the natural environment have become cause for concern as citizens are increasingly relied upon to make decisions about the complex and interrelated nature of environmental issues facing the world today (Coyle, 2005). As a result, sustainability initiatives more frequently depend on education strategies that encourage citizens to participate in the learning experience and promote pro-environmental attitudes and behavior (Lewis, 2019). This investigation considers how a multimodal sensing network can leverage Experiential Noticing as an environmental education strategy for citizens to connect with nature and improve their environmental knowledge, attitude, and intention to act.
- Multisensory Noticing as a Pedestrian Navigation Model(05-2022) McGalliard, Emily; Scott Townsend; Denise Gonzales Crisp; Deborah Littlejohn,Walking as a means of transportation is credited with improving health, climate, and personal awareness of space. Cognitive capacity to navigate independently without GPS support has decreased over time, which has increased technological reliance and decreased spatial awareness. For new urban residents, walking can be one of the best ways to acquaint themselves with their new city. By slowing down and taking time to notice, users can develop deeper, more conscious cognitive maps of space. This investigation explores how new urban residents can implement multisensory noticing while walking in order to decrease technological dependence and bring awareness to space around them.