Theresa Jean Tanenbaum
Biographic Data
| ID | 6904612 |
|---|---|
| NAME | Theresa Jean Tanenbaum |
| GIVEN NAMES | Theresa Jean |
| FAMILY NAME | Tanenbaum |
| SIGNATURE | TANENBAUM T J |
| AFFILIATIONS | University of California, Irvine |
| ORCID | 0000-0001-5978-8021 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
The access control double bind: How everyday interfaces regulate access and privacy, enable surveillance, and enforce identity
Access controls are an inescapable and deceptively mundane requirement for accessing digital applications and platforms. These systems enable and enforce practices related to access, ownership, privacy, and surveillance. Companies use access controls to dictate and enforce terms of use for digital media, platforms, and technologies. The technical implementation of these systems is well understood. However, this paper instead uses digital game sof…
What if there had only been half the oil? Rewriting history to envision the consequences of peak oil
Furious futures and apocalyptic design fictions: Popular Narratives of Sustainability
In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability, illustrating the diversity of approaches across HCI communities. --- Lisa Nathan and Samuel Mann, Editors
Augmenting reality for augmented reality
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
Design fictional interactions: Why HCI should care about stories
No abstract available
Steampunking interaction design: Principles for Envisioning Through Imaginative Practice
research-article Share on Steampunking interaction design: principles for envisioning through imaginative practice Authors: Theresa Jean Tanenbaum Simon Fraser University Simon Fraser UniversityView Profile , Audrey Desjardins Simon Fraser University Simon Fraser UniversityView Profile , Karen Tanenbaum Simon Fraser University Simon Fraser UniversityView Profile Authors Info & Claims InteractionsVolume 20Issue 3May + June 2013 pp 28–33https://doi…
Mass Effect 2: A Case Study in the Design of Game Narrative
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarl…
Freudenfreude and Schadenfreude Test (Fast) Scores of Depressed and Non-Depressed Undergraduates
The Freudenfreude and Schadenfreude Test (FAST) had moderate test-retest reliability in an undergraduate sample. Freudenfreude scores were lower and Schadenfreude scores were higher among mildly depressed than nondepressed students. Distinctive reactions to personal success and failure were associated with depression. Responses to others' success and failure may also be related to depression
Mass Effect 2: A Case Study in the Design of Game Narrative
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarl…
Freudenfreude and Schadenfreude Test (Fast) Scores of Depressed and Non-Depressed Undergraduates
The Freudenfreude and Schadenfreude Test (FAST) had moderate test-retest reliability in an undergraduate sample. Freudenfreude scores were lower and Schadenfreude scores were higher among mildly depressed than nondepressed students. Distinctive reactions to personal success and failure were associated with depression. Responses to others' success and failure may also be related to depression
Steampunking interaction design: Principles for Envisioning Through Imaginative Practice
research-article Share on Steampunking interaction design: principles for envisioning through imaginative practice Authors: Theresa Jean Tanenbaum Simon Fraser University Simon Fraser UniversityView Profile , Audrey Desjardins Simon Fraser University Simon Fraser UniversityView Profile , Karen Tanenbaum Simon Fraser University Simon Fraser UniversityView Profile Authors Info & Claims InteractionsVolume 20Issue 3May + June 2013 pp 28–33https://doi…
Design fictional interactions: Why HCI should care about stories
No abstract available
Furious futures and apocalyptic design fictions: Popular Narratives of Sustainability
In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability, illustrating the diversity of approaches across HCI communities. --- Lisa Nathan and Samuel Mann, Editors
Augmenting reality for augmented reality
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
What if there had only been half the oil? Rewriting history to envision the consequences of peak oil
The access control double bind: How everyday interfaces regulate access and privacy, enable surveillance, and enforce identity
Access controls are an inescapable and deceptively mundane requirement for accessing digital applications and platforms. These systems enable and enforce practices related to access, ownership, privacy, and surveillance. Companies use access controls to dictate and enforce terms of use for digital media, platforms, and technologies. The technical implementation of these systems is well understood. However, this paper instead uses digital game sof…
Computer Science (5 works) · Digital Games and Media (3 works) · Innovative Human-Technology Interaction (3 works) · Sociology (3 works) · Business (2 works) · Engineering (2 works) · Futures contract (2 works) · Human–computer interaction (2 works) · Narrative (2 works) · Persona Design and Applications (2 works)