The design of a novel Tabletop Role Playing Game was conducted with the aim to create a game system that provides both rigid rules and more creative outlets compared to existing games. The project focused on player-developed mystical abilities known as Spells, whereby the rule of the game guides the...
The smartphone is changing the way individuals interact with one another in society. Given the instant accessibility and multitude of socially iconic features, the contemporary handheld device grants users an unprecedented level of connectedness. However, despite the new breadth of access, perhaps the depth of the resulting social networks is...
This thesis explores the effects study abroad literature, specifically promotional Websites, have on
Oregon State University students when selecting a study abroad program and if the students’ choices reflect
OSU’s International Degree and Education Abroad’s (IDEA) goal of global competency for students.
To explore this, two online surveys were made;...
This paper details the development and pre-testing of a questionnaire designed for assessing the user experience of a View-Master virtual reality headset, and discusses the theory in the field of user experience used to carry out that effort. A group of eight researchers drafted the questionnaire collectively, with the intent...
This paper details the development and pre-testing of a questionnaire designed for assessing the user experience of a View-Master virtual reality headset, and discusses the theory in the field of user experience used to carry out that effort. A group of eight researchers drafted the questionnaire collectively, with the intent...
U.S. foreign policy during the period between World War II and the Vietnam War has been described as part of a “nation-‐building” or “liberal” grand strategy. This thesis contends that understanding U.S. efforts to influence the internal affairs of sovereign states through the spread of liberal values and institutions during...
In many on-campus classes, collaborative projects engage students in shared creative experiences. Verbal and nonverbal interactions within the classroom provide lessons in group decision-making, brainstorming, teamwork, and leadership. This type of interaction is more challenging for students taking online classes. Virtual Reality (VR) can potentially be an alternative to this...
Purpose
In modern American society, educational television (ETV) plays an increasingly substantial role in the daily out-of-classroom education of the American youth and the decision to utilize youth based ETV is often in the hands of parents. However, many parents are unaware of the potential risks associated with early childhood...