Theses and Dissertations from UMD
Permanent URI for this communityhttp://hdl.handle.net/1903/2
New submissions to the thesis/dissertation collections are added automatically as they are received from the Graduate School. Currently, the Graduate School deposits all theses and dissertations from a given semester after the official graduation date. This means that there may be up to a 4 month delay in the appearance of a give thesis/dissertation in DRUM
More information is available at Theses and Dissertations at University of Maryland Libraries.
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Item DIGITAL PLACE-MAKING AND PLATFORM POLITICS: HOW USERS TRANSFORMED AND RECODED THEIR LIVES ONLINE IN THE WAKE OF COVID-19(2024) Phipps, Elizabeth Brooke; Pfister, Damien S.; Communication; Digital Repository at the University of Maryland; University of Maryland (College Park, Md.)Digital Place-making and Platform Politics: How Users Transformed and Recoded their Lives Online in the Wake of COVID-19 examines the political & cultural turmoil at the height of the COVID-19 pandemic, where daily life for millions around the world shifted to digital platforms. Digital users turned to the unique affordances of these platforms for civic activism through what I term “digital place-making,” the rhetorical activity involved in cultivating digital places through specific technologies and practices. Drawing from an ecological rhetorical approach and an understanding of digital experiences as transplatform, Digital Place-making and Platform Politics utilizes a methodology that incorporates rhetorical space & place theory, textual analysis, visual analysis, digital ethnographic work, and “in situ” field work to capture the overlapping and simultaneous nature of place-making for digital users. How does digital place-making impact the relations between users, platforms, and political culture? To render digital place-making as a concept, this dissertation navigates through three case studies between 2020-2022. The first chapter looks at the video game platform Animal Crossing: New Horizons, and how users experiencing lockdown conditions in 2020 repurposed the platform as a site for political expression. This first study establishes the foundational relationship between infrastructure, user practices, and their engagement with broader political discourse through place-making. The second chapter builds upon this role of infrastructure and user practice creating place by looking at how the platform Twitch trains streamers on their platform to create places for community, and then how streamers leveraged these places for resistance and activism on the platform itself throughout 2021-2022. This second study illuminates the way rhetorical place is constructed through both discourse and infrastructure, and how digital place possesses vulnerabilities unique to the condition of digitality. The third chapter addresses Epic Games’ fraught commemoration of Dr. Martin Luther King Jr. and the 1963 March on Washington, held in 2021 on the popular video game platform Fortnite. This final study serves as a capstone illustration of the unique vulnerabilities that digital place-making poses for public memory and political discourse.Item Framing Industry: Film-making to Place-making(2018) Shook, Timothy Scott; Abrams, Michael; Architecture; Digital Repository at the University of Maryland; University of Maryland (College Park, Md.)This thesis looks at the relationship between film-making and place-making. More specifically, the cinematic techniques used in film and how to translate them into architecture. The thesis proposes a film institute that will celebrate the industry of film, as well as enhance post-industrial redevelopment and create a new mixed-use hub for Toronto, Ontario. The industry of film in Toronto is at a peak and continues to grow into an integrated asset for the city. This thesis explores the expansion of the city’s planned redevelopment to transform the Port Lands, along with the out-of-commission Hearn Generating Station, into a beacon for the city. The Port Lands Film Institute will invite film-makers and film enthusiasts, of all ages and professions, to participate in a unique place of production, education, and innovation.Item The New Jersey Meadowlands: Inhabiting an Urban Wilderness(2016) Sendner, Karen; Tilghman, James W; Architecture; Digital Repository at the University of Maryland; University of Maryland (College Park, Md.)The New Jersey Meadowlands is a thirty square mile industrial wetland between New York City and the commercial district of East Rutherford, NJ. The place is both strange and fascinating; many mysteries are hidden between the reed grasses and scattered garbage. Often exposed to subjectivity, the Meadowlands is commonly perceived as a weird, polluted, industrial, and even an other-worldly space; few know its beauty. These differing perceptions create a challenge when thinking of a cohesive identity and sense of place in the marsh. Over time, the once pure landscape has suffered from infrastructural slices, illegal dumping, and environmental abuse, resulting in fragmented land areas along the Hackensack River’s edge. This thesis explores how to inhabit an ecologically devalued and residual landscape through ideas of place-making and re-connecting communities. Investigating the paradox of this massive urban landscape and capitalizing on the ecological and educational potential of the site, lends also to a challenge of converging modern and forgotten life. Designing a place-based ecological research community within this currently placeless environment, will engage the public, re-connect lost communities, and bring a sense of renewal to the marsh.