Grey Literature
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- The extrema of the expected value of a function of independent random variables(North Carolina State University. Dept. of Statistics) Hoeffding, Wassily
- Simultaneous test procedures : some theory of multiple comparisons(North Carolina State University. Dept. of Statistics) Gabriel, K. R.
- Least squares aspects of analysis of variance(North Carolina State University. Dept. of Statistics) Bose, Raj Chandra
- 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.
- 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.
- 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.
- 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.
- 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.
- 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(05-05-2021) 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.
- 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.
- 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.
- Loxodonta(5-2022) Connor, Mitchell; Marc Russo; Justin Johnson; Dr. Derek Ham,Loxodonta is a virtual reality application that explores the importance of memory, and how specific visual styles might be able to trigger them. This thesis is the culmination of the research and practice that went into making this VR experience. The main objective of Loxodonta is to explore the efficacy of virtual reality being used as a nostalgia triggering device, as well as the best practice for achieving nostalgia while in virtual reality. This was accomplished by creating an experience that focuses on generalized nostalgia, with the aid of retrieval cues. The virtual environments consist of an interactive playspace with a large collection of objects that are related to a specific, meaningful time period for the user. It is important to note that this experimentation is targeted towards a very specific audience and time period, as this is only an experiment of virtual reality that triggers nostalgia, and the results may vary across audiences. Loxodonta is meant to be a tool - a device which allows you to access what was once lost to time.
- Perspectives(05-2022) Dehus, Adam; Patrick FitzGerald; Kathleen Rieder; Kirby Culbertson,Perspectives is a location based augmented reality experience. The viewer will be presented with different locations, views, and the individual interpretations of a specific place. With the change in our daily lives, this project will break away from the traditional viewing experience and put the viewer into the artist's shoes by seeing exactly where the piece was created. How can understanding someone else’s perspective create a new understanding or appreciation of the places around us?
- Louder Than Words(05-2022) Lambert, Chris; Patrick FitzGerald; Dr. Lesley-Ann Noel; Dr. Derek Ham,It seems that virtual reality (VR) is starting to make its way into the mainstream of pop culture now more than ever. Continuously working in efforts to create real life simulations as well as never before imagined possibilities; VR has created new and exciting ways to interact with our fellow humans as well as our Non-Player Characters or NPCs. “Actions speak louder than words'' ... a wise saying... perceptions are established within fractions of seconds when meeting, regardless of verbal communication. Social Psychology plays a large role when discussing body language and greeting gestures. Social psychology uses scientific methods, “to understand and explain how the thoughts, feelings, and behavior of individuals are influenced by the actual, imagined, or implied presence of human beings.” It is about understanding how social environments have an impact on a person’s individual behavior. Thus, greeting someone properly goes an immensely long way when trying to create relationships in unknown and new environments. These hand gestures may be subtle but they are key factors to the concept of social immersion creating a sense of believability and acceptance within virtual space. This thesis focuses on hand gestures and their impact within virtual space to increase immersion and establish social connections while performing human to NPC interactions. Looking at the comparisons between real life actions and actions that can be performed within virtual space, many greeting gestures have been overlooked or uninvestigated. This is where Louder Than Words steps in, to build a bridge between real life actions and virtual interactions, exploring uninvestigated greeting gestures within virtual reality towards making a culturally authentic experience when greeting an NPC.
