College of Arts and Humanities
Rudy McDaniel

Rudy McDaniel, Ph.D.

  • Assistant Dean of Research and Technology
  • Director of Research
  • Director of Technology
  • rudy@ucf.edu
  • 407-823-0218
  • Office Hours: Mondays 5:30-6:15 and by appointment.
  • Campus Location: CAH190R
  • View CV

Education

  • Ph.D. in Texts and Technology from University of Central Florida (2004)

Research Interests

Interactive narrative; information architecture; video game studies; games for change; XML

Duties

Dr. McDaniel oversees the Research Office and supervises the CAH Technology Office and manages information systems, public relations and marketing, and information outreach for CAH. He is also the Director of the Texts and Technology Ph.D. program, an interdisciplinary graduate program currently residing in the college. In addition to his duties with the Dean’s Office, he is also an associate professor of Digital Media in the School of Visual Arts and Design.

Selected Publications

Books

  • Applen, J. D., & McDaniel, R. (2009). The rhetorical nature of XML: Constructing knowledge in networked environments. New York: Routledge.

Articles/Essays

  • McDaniel, R., & Kenny, R.  (2013).  Evaluating the relationship between cognitive style and pre-service teachers' preconceived notions about adopting console video games for use in future classrooms.  International Journal of Game-Based Learning.  4(3).  Forthcoming.
  • Lindgren, R., & McDaniel, R. (2012). Transforming Online Learning through Narrative and Student Agency. Educational Technology & Society, 15(4), 344–355.
  • Kenny, R., & McDaniel, R.  (2011). The role teachers’ expectations and value assessments play in their adopting and integrating video games into the curriculum.  British Journal of Educational Technology. 42(2), 197-213.
  • McDaniel, R., & Vick, E.H.  (2010).  Games for good as cognitive technologies.  Special Double Issue of Cognitive Technology, 14(2)-15(1).
  • McDaniel, R.  (2009). Making the most of interactivity online version 2.0: Technical communication as procedural architecture.  Technical Communication 56(4), 370-386.  
  • McDaniel, R., & Telep, P.  (2009). Best practices for integrating game-based learning into online teaching. Journal of Online Learning and Teaching 5(2), 424-438.  
  • Fiore, S. M., McDaniel, R., & Jentsch, F. (2009). Narrative-based collaboration systems for distributed teams: Nine research questions for information managers. Information Systems Management, 26(1), 28-38.
  • Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. PRESENCE: Teleoperators and Virtual Environments, 17(4), 405-413. 
  • McDaniel, R. & Underberg, N.  (2007). Exembellishment: Using the eXtensible markup language as a tool for storytelling researchers.  The Journal of the International Digital Media and Arts Association 4(2), 56-69.
  • McDaniel, R., Fiore, S. M., Greenwood-Erickson, A., Scielzo, S., & Cannon-Bowers, J. A. (2006). Video games as learning tools for project management. The Journal of the International Digital Media and Arts Association, 3(1), 78-91.

Book Sections/Chapters

  • McDaniel, R. & Steward, S. (2011). Technical communication pedagogy and the broadband divide: Academic and industrial perspectives. In A. P. Lamberti & A. R. Richards (Eds.), Complex Worlds: Digital Culture, Rhetoric, and Professional Communication (pp. 195-212). Amityville, NY: Baywood Press.  
  • McDaniel, R. & Schatz, S. (2010) From cyberspaces to cyberplaces: Image, narrative, and the psychology of place.  In B. Dilger & J. Rice (Eds.), From A to A: Keywords of Markup (pp. 186-212). Minneapolis: University of Minnesota Press.  
  • McDaniel, R. & Fiore, S. M.  (2010). Applied ethics game design: Some practical guidelines. In K. Schrier & D. Gibson (Eds.), Ethics and Game Design: Teaching Values through Play (pp. 236-254). Hershey, PA: Information Science Reference (IGI Global).
  • McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious storytelling: Narrative considerations for serious games researchers and developers. In J. A. Cannon-Bowers & C. A. Bowers (Eds.), Serious Game Design and Development: Technologies for Training and Learning (pp. 13-30). Hershey, PA: Information Science Reference (IGI Global).
  • McDaniel, R.  (2008). Experiences with building a narrative content management system: Best practices for developing specialized content management systems (and lessons learned for the classroom). In B. Gu & G. Pullman (Eds.), Content Management: Bridging the Gap Between Theory and Practice (pp. 15-42). Amityville, NY: Baywood Press.

Conference Papers/Presentations

  • Vick, E.H., McDaniel, R., & Jacobs, S. (2010). Using semiotic grammars for rapid design of evolving videogame mechanics.  In S. Spencer (Ed.) Proceedings of the Sandbox 2010: The 5th ACM SIGGRAPH Conference on Video Games (pp. 25-30).  New York: The Association for Computing Machinery.  
  • McDaniel, R., Vick, E.H., Jacobs, S., & Telep, P.  (2009). Cardboard semiotics: Reconfigurable symbols as a means for narrative prototyping in game design.  In S. Spencer (Ed.) Proceedings of the Sandbox 2009: The 4th ACM SIGGRAPH Conference on Video Games (pp. 87-93).  New York: The Association for Computing Machinery.  

Updated: Mar 5, 2013

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