School of Communication and Multimedia Studies

Model
Digital Document
Publisher
Florida Atlantic University
Description
In 2016, Colin Kaepernick, the former starting quarterback for the San Francisco 49ers, unknowingly bartered his athletic aspirations by exercising his First Amendment Right to freedom of expression. Frustrated with what he and many others perceived as pervasive extrajudicial tactics of law enforcement and a seemingly incessant lack of accountability from the American legal system, Kaepernick silently protested by sitting during the playing of the National Anthem. Although, Kaepernick's actions begun as a singular, almost imperceptible act, he has ultimately redefined the significance of taking a knee, and etched his name in a long list of other malcontents in the struggle for racial equality in America. The purpose of this study is to explore in detail one of the most polarizing components of the Black Lives Matter Movement (BLM) and Black Social Protests in the United States. Analysis of social media content will argue the value of the Kaepernick "Anti Flag/Anthem" Protest, from a communication-cultural perspective.
Model
Digital Document
Publisher
Florida Atlantic University
Description
The problem of immigration has been around since the dawn of man because humans cannot just stay in one place, especially if that place is not suitable for their lives and their families. It is a reasonable expectation of the human condition to want to feel free and safe because we do not live in a utopian society. There are social injustices, wars, and atrocities that threaten the most basic of human needs and freedoms in many countries across the globe.
Homebound, the virtual reality experience, which was developed in Unreal, aims to make sense of this crisis and shed light on the lives affected by this social ill. By using rich environments, virtual production and motion capture, to construct a place that captures the realism of the illegal immigration narrative, this manuscript will show how behavioral and gameplay psychology, when paired with environmental storytelling, can be utilized to craft impactful and empathetic, immersive stories and edutainment experiences for the player.
Model
Digital Document
Publisher
Florida Atlantic University
Description
Ancestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive, educative, and entertaining experience. It provides an opportunity to contribute toward keeping traditional and cultural values alive, in a more expressive form using the latest technologies which are relatable to the current and future generations.