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Leslie Harris

Exploring New Frontiers with Google Glass -- Campus Technology - 0 views

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    Very short promotional article about a course in which students are developing apps for Google Glass
Todd Suomela

Author Carpentry - 0 views

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    "Welcome to the master repository for Author Carpentry , a researcher-to-researcher training and outreach program in open authoring and publishing. AuthorCarpentry was initiated at the Caltech Library to enhance scientific authorship and publishing in the digital age. Its aim is to promote and support best practices in open science and research communication. AuthorCarpentry lessons cover tools, workflows, practices, and skills that help researchers prepare, submit, and publish contributions that add value to an open scholarly record and invite others to adapt and build upon their work."
Todd Suomela

Digital History & Argument White Paper - Roy Rosenzweig Center for History and New Media - 0 views

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    "This white paper is the product of the Arguing with Digital History Workshop organized by Stephen Robertson and Lincoln Mullen of George Mason University, with funding from the Andrew W. Mellon Foundation. The two-day workshop, which involved twenty-four invited participants at different stages in their careers, working in a variety of fields with a range of digital methods, was conceived with a focus on one particular form of digital history, arguments directed at scholarly audiences and disciplinary conversations. Despite recurrent calls for digital history in this form from digital and analog historians, few examples exist. The original aim of the workshop was to promote digital history that directly engaged with historiographical arguments by producing a white paper that addressed the conceptual and structural issues involved in such scholarship. Input from the participants expanded the scope of the white paper to also elaborate the arguments made by other forms of digital history and address the obstacles to professional recognition of those interpretations. The result was a document that aims to help bridge the argumentative practices of digital history and the broader historical profession. On the one hand, it aims to demonstrate to the wider historical discipline how digital history is already making arguments in different forms than analog scholarship. On the other hand, it aims to help digital historians weave the scholarship they produce into historiographical conversations in the discipline."
Todd Suomela

Beyond buttonology: Digital humanities, digital pedagogy, and the ACRL Framework | Russ... - 0 views

  • Here are a few specific examples you can apply to your instructional design process to help learners with metacognition: Model the metacognitive process during instruction (or in one-on-one consultations) to ask and reflect on big picture questions such as: “What questions can you answer with this tool?” “What can you not do with this tool?” Keep in mind some answers may be simple (e.g., this tool can only work with data in this way, so it is excluded automatically). Also, “Did I get the results I expected? What could I have done differently?” Start with inquiry and build conversations based on the learner’s answers. “Is it the data that does not work? Or is the research question fundamentally wrong to begin with?” Collaborate with faculty to teach together, modelling your practices while demonstrating a specific tool. This could include thinking aloud as you make decisions so learners can self-correct assumptions. Also, be aware of your own expert bias so you can demonstrate how to clear obstacles. Ask learners to specifically define what is difficult for them during the process of instruction. Digital humanities tools are complex and are based on complex methodologies and research questions. By constructing opportunities for learners to self-question as they move from one task to another, they learn to self-assess their progress and adjust accordingly. There are several instructional design activities that promote metacognition: think-pair-share, one minute paper (“share a key concept learned” or “what comes next?”), and case studies.
  • There are specific strategies we can implement to help learners escape the recursive spiral of the liminal state they experience while managing complex digital projects: One of the most challenging aspects of teaching digital tools is forgetting what it is like to be a novice learner. Sometimes being a near-novice oneself helps you better prepare for the basic problems and frustrations learners are facing. But recognizing liminality is a reminder to you as a teacher that the learning process is not smooth, and it requires anticipating common difficulties and regularly checking in with learners to make sure you are not leaving them behind. When meeting with learners one-on-one, make sure to use your in-depth reference interview skills to engage in methods discussions. When a learner is in the liminal state, they are not always able to “see the forest for the trees.” Your directed questions will illuminate the problems they are having and the solutions they had not seen. Pay close attention to the digital humanities work and discussions happening on your own campus, as well as across the academic community. Working through the liminal space may require helping learners make connections to others facing similar problems. Also follow online discussions in order to point your learners to a wide variety of group learning opportunities, such as the active digital humanities community on Slack.9 When designing instructional opportunities, such as workshops and hackathons, pay particular attention to outreach strategies that may bring like-minded learners together, as well as diverse voices. For example, invite the scholar whose project was completed last year to add a more experienced voice to the conversation. By encouraging the formation of learning communities on your campus, you are creating safe spaces to help learners navigate the liminal state with others who may be on the other side of struggling with specific digital project issues. In designing instructional activities, guide learners through visualization exercises that help to identify “stuck” places. Making graphic representations of one’s thoughts (e.g., concept maps) can highlight areas that require clarification.
Todd Suomela

Who Framed Augmented Reality? | Johannah King-Slutzky - 0 views

  • The human/drawing interaction trope that Zuckerberg is rebranding as Facebook’s own innovation even predates animated cartoons. One type of scrapbook, the paper dollhouse, played with the appeal of mixing real-life and an invented world. It was most popular from 1875-1920, and over forty years its form remained consistent: A dollhouse unfolded theatrically to create illusions of progress and depth.
  • Winsor McCay’s Gertie the Dinosaur is generally considered the first animated cartoon ever, and it made use of the same trope of mixing reality and man-made art when it premiered all the way back in 1914. McCay was a cartoonist famous for the Freudian, surrealist comic Little Nemo in Slumberland, which was published in weekly instalments in the New York Herald and New York American—though its material is more frequently compared to Bosch than to Garfield. McCay, already two hits deep into his career in the first decade of the twentieth century, purportedly decided to animate a comic strip in 1909 on a dare from friends griping about his daunting productivity. Following a brief stint with an animated Nemo, McCay developed Gertie the Dinosaur, an amiable brontosaurus with a stoner grin, and took her on a vaudeville roadshow across America.
  • LAST MONTH Facebook premiered its vision for the future at its development conference, F8. The camera-app technology Mark Zuckerberg calls augmented reality (or AR) borrows heavily from the social network Snapchat, which enables users to layer animated digital content onto photos on the fly. On stage, Zuckerberg promoted this collaging as social media’s first steps toward modish virtual screen manipulations. “This will allow us to create all kinds of things that were only available in the digital world,” Zuckerberg bubbled effusively. “We’re going to interact with them and explore them together.” Taken in, USA Today repeated this claim to innovation, elaborating on the digital mogul’s Jules Verne-like promise: “We will wander not one, but two worlds—the physical and the digital,” For my part, I was particularly delighted by Facebook’s proposal to animate bowls of cereal with marauding cartoon sharks, savoring, perhaps, the insouciant violence I associate with childhood adventure.
Todd Suomela

Author discusses new book about how American higher education has always been 'a perfec... - 0 views

  • The typical university is in constant tension between autonomous academic departments, which control curriculum and faculty hiring and promotion, and a strong president, who controls funding and is responsible only to the lay board of directors who own the place. Also thrown into the mix are a jumble of independent institutes, research centers and academic programs that have emerged in response to a variety of funding opportunities and faculty initiatives. The resulting institution is a hustler’s paradise, driven by a wide array of entrepreneurial actors: faculty trying to pursue intellectual interests and forge a career; administrators trying to protect and enrich the larger enterprise; and donors and students who want to draw on the university’s rich resources and capitalize on association with its stellar brand. These actors are feverishly pursuing their own interests within the framework of the university, which lures them with incentives, draws strength from their complex interactions and then passes these benefits on to society.
  • The biggest problem facing the American system of higher education today is how to deal with its own success. In the 19th century, very few people attended college, so the system was not much in the public spotlight. Burgeoning enrollments in the 20th century put the system center stage, especially when it became the expectation that most people should graduate from some sort of college. As higher education moved from being an option to becoming a necessity, it increasingly found itself under the kind of intense scrutiny that has long been directed at American schools.
  • The danger posed by this accountability pressure is that colleges, like the K-12 schools before them, will come under pressure to narrow their mission to a small number of easily measurable outcomes. Most often the purpose boils down to the efficient delivery of instructional services to students, which will provide them with good jobs and provide society with an expanding economy. This ignores the wide array of social functions that the university serves. It’s a laboratory for working on pressing social problems; a playpen for intellectuals to pursue whatever questions seem interesting; a repository for the knowledge needed to address problems that haven’t yet emerged; a zone of creativity and exploration partially buffered from the realm of necessity; and, yes, a classroom for training future workers. The system’s organizational messiness is central to its social value.
    • Todd Suomela
       
      The idea that colleges should be valued for their organizational messiness is also quite interesting. Where does this messiness fit into Bucknell?
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  • The American system of higher education emerged in a unique historical setting in the early 19th century, when the state was weak, the market strong and the church divided. Whereas the European university was the creature of the medieval Roman Catholic church and then grew strong under the rising nation-state in the early modern period, the American system lacked the steady support of church or state and had to rely on the market in order to survive. This posed a terrible problem in the 19th century, as colleges had to scrabble around looking for consumers who would pay tuition and for private sponsors who would provide donations. But at the same time, it planted the seeds of institutional autonomy that came to serve the system so well in the next two centuries. Free from the control of church and state, individual colleges learned to survive on their own resources by meeting the needs of their students and their immediate communities.
Todd Suomela

Jaron Lanier on VR and empathy - the double-edged sword | Digital Bodies - 0 views

  • What Lanier doesn’t say here – though he is well aware of the issue from his work on social media – is that the way content production is funded will impact how VR is used.In social media, the loudest voices get promoted through the algorithms (and get the views). We’ve been fortunate in the early stages of VR that the medium has been in the hands of artists who care deeply about humanity. They’ve been self-funded, backed by grants from film festivals and other organizations, and relied on a lot of goodwill.That’s not a sustainable environment for creating immersive content. VR content is not going to be free but outside of specific professional areas (e.g., medical education) and corporate use (eg., Wal-Mart’s training program) we don’t have a working business model. Resolving this issue is not just a business question – it’s a content question. It will directly shape the types of virtual environments and experiences we’ll have in the future.Lanier makes the point in another interview on UnDark,Let’s suppose that after Gutenberg, there was this movement to say all books must be free. Nobody can charge for a book. But it’s okay for books to have advertisements. What we would have ended up with is advertisers determining what books there were.
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