This decommissioned ERA site remains active temporarily to support our final migration steps to https://ualberta.scholaris.ca, ERA's new home. All new collections and items, including Spring 2025 theses, are at that site. For assistance, please contact erahelp@ualberta.ca.
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Skip to Search Results- 1Aghilidehkordi, Bamdad
- 1Aizouky, Zeina
- 1Au, Kara Wai-Fong
- 1Barnard, Sara H.
- 1Barnes, Kateryna Sarah Ellwood
- 1Beyer, Jocelyn Ann
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Educating and Empowering Teen Activists in Public Libraries: A Case Study of the Impact of Reading on Young Adult Social Justice Actions
DownloadSpring 2021
In recent years, young adult (YA) fiction has, like its Generation Z audience, turned to social justice issues and activism. At the same time, the discussion of social responsibility in librarianship has begun to include human rights and social justice. This thesis investigates the relationships...
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Embracing the Friction: Towards a computationally aware approach to humanistic data interfaces
DownloadFall 2022
Inherent to interdisciplinary work is the negotiation of two or more sets of—often contradictory—domain epistemologies and methodologies. In the context of the Digital Humanities, the friction between its composite domains is particularly strong with respect to data processing and display, where...
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Enabling Access to the Federal Writers' Project Slave Narratives: A Case Study in Digital Archive Design
DownloadFall 2020
In the 1930s, over 2 300 former enslaved people were interviewed, taped, and photographed as part of the American Federal Writers’ Project (FWP). No other initiative recorded to such a great extent the voices of the formerly enslaved. Although this collection has great utility for scholarly...
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Spring 2019
This research project collected a sample of nine single-authored websites of classical mythology in order to determine whether they could be conceived of as a serious leisure activity under Robert A. Stebbins' Serious Leisure Perspective. Data was manually collected from these websites using a...
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Fall 2020
The way that people play games has changed. This is especially true for both highly competitive games and online games. Expert play, a category of play undertaken by players who have a strong understanding of the game they are playing and are trying their best to excel at, is particularly...
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Graphing Vitality: Terror Management Theory, Spiritual Transformation, and Schizoanalysis/Re-synthesis as Hypertext Research-creation
DownloadSpring 2022
I have been asked to describe this project in a succinct way, and to give its associated processes a name. I use the word 'associated' here after Chapman & Sawchuk's commentary on research-creation, in an attempt to refer encompassingly not only to the forms but especially to the forces that...
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Fall 2024
This thesis investigates the use of sonification—transforming data into auditory representations—as an innovative approach to data interpretation within the Digital Humanities. As data continues to grow in complexity and volume, traditional methods of visualization are often insufficient to fully...
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Spring 2019
This study sets out to examine recurring themes found on book wrappers published by Harlequin in their first seventeen years as a form of marketing strategy. Through the use of specific image and text patterns that correspond to common themes found in paperback genres, Harlequin was able to...
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Let's Play with Trauma: An Autoethnographic Study of Traumatic Experience, Alienation, and Control in Video Games
DownloadSpring 2021
This autoethnographic, interdisciplinary dissertation addresses the question “how have video games helped me to survive and overcome trauma – a kind of trauma that left me feeling alienated - and how might video games help others in the same way?” Written as a dialogue between various personas,...
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Ludo-Emotional Dissonance: A Framework for Analyzing the Interplay Between Player Embodiment and Interactivity within Videogames
DownloadFall 2023
Videogames are vehicles for player embodiment, unique interactive experiences, mechanic challenges, and exploration of other worlds and lives. However, much of the mainstream videogame industry is predicated upon principles which perpetuate certain values while excluding many players from being...