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Todd Suomela

The Tincture of Time - Should Journals Return to Slower Publishing Practices? - The Sch... - 0 views

  • This speed may create lower levels of accuracy and reliability. I’ve seen first-hand how rapid publication practices, driven by competitive forces as well as the tempting capabilities of Internet publishing, can lead to an increase in corrections and errata at scientific journals. There is a price to pay to squeezing the time to publication down to its absolute minimum. The aggregate rise in corrections and retractions across the journals system may provide more evidence that haste makes waste. With questions of the quality and legitimacy of the reports published in journals arising in the mainstream media, the costs of speed to our brands and the overall reputation of the industry may be worth reconsidering. Moreover, is rapid publication where the competitive advantage currently resides? Or has the strategic ground shifted?
  • Perhaps, instead, the strategic differentiator for journals isn’t unpredictable schedules, rapid publication, and error-prone publishing of scientific reports. With preprint servers supporting rapid, preliminary publication in an environment that is actually more supportive of amendments/corrections, speed, and unpredictability, perhaps journals should rethink shouldering the load of and courting the risks of rapid publication. More importantly, there are indications that coordinating with your audience, taking more time to fact-check and edit, and returning to a higher level of quality may be the smart move. Journals don’t have to perform every publishing trick anymore. Maybe it’s time to return to doing what they do best — vetting information carefully, validating claims as best they can, and ensuring novelty, quality, relevance, and importance around what they choose to publish.
Todd Suomela

Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) - Reas... - 0 views

  • Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says.
  • Instead of working, they are playing video games. About three quarters of the increase in leisure time among men since 2000 has gone to gaming. Total time spent on computers, including game consoles, has nearly doubled. You might think that this would be demoralizing. A life spent unemployed, living at home, without romantic prospects, playing digital time wasters does not sound particularly appealing on its face. Yet this group reports far higher levels of overall happiness than low-skilled young men from the turn of the 21st century. In contrast, self-reported happiness for older workers without college degrees fell during the same period. For low-skilled young women and men with college degrees, it stayed basically the same. A significant part of the difference comes down to what Hurst has called "innovations in leisure computer activities for young men." The problems come later. A young life spent playing video games can lead to a middle age without marketable skills or connections. "There is some evidence," Hurst pointed out, "that these young, lower-skilled men who are happy in their 20s become much less happy in their 30s or 40s." So are these guys just wasting their lives, frittering away their time on anti-social activities? Hurst describes his figures as "staggering" and "shocking"—a seismic shift in the relationship of young men to work. "Men in their 20s historically are a group with a strong attachment to the labor force," he writes. "The decline in employment rates for low-skilled men in their 20s was larger than it was for all other sex, age, and skill groups during this same time period." But there's another way to think about the change: as a shift in their relationship to unemployment. Research has consistently found that long-term unemployment is one of the most dispiriting things that can happen to a person. Happiness levels tank and never recover. One 2010 study by a group of German researchers suggests that it's worse, over time, for life satisfaction than even the death of a spouse. What video games appear to do is ease the psychic pain of joblessness—and to do it in a way that is, if not permanent, at least long-lasting. For low-skilled young men, what is the alternative to playing games? We might like to imagine that they would all become sociable and highly productive members of society, but that is not necessarily the case.
  • A military shooter might offer a simulation of being a crack special forces soldier. A racing game might simulate learning to handle a performance sports car. A sci-fi role-playing game might simulate becoming an effective leader of a massive space colonization effort. But what you're really doing is training yourself to effectively identify on-screen visual cues and twitch your thumb at the right moment. You're learning to handle a controller, not a gun or a race car. You're learning to manage a game's hidden stats system, not a space station. A game provides the sensation of mastery without the actual ability. "It's a simulation of being an expert," Wolpaw says. "It's a way to fulfill a fantasy." That fantasy, ultimately, is one of work, purpose, and social and professional success.
Todd Suomela

Why Social VR Probably Won't Work the Way Social VR Developers Think - UploadVR - 0 views

  • Social VR arrives in the market at a time when broadband and mobile devices have totally remade our model of media consumption. Where it was once appointment-based, in which families and friends would regularly meet in person whenever their favorite TV show was on, we largely use DVRs and streaming services to time shift. Where content consumption was once built around passive, location-dependent contexts — think movie theaters, living room televisions — we now place-shift, carrying our content wherever our smartphones and tablets can accompany us. As this change took root, social media took the place of TV viewing parties. Instead of taking the time to watch our favorite show together with friends, we now share our viewing experience on Twitter, Facebook, and Snapchat. Combine these two trends — slow growth of VR, plus time/place-shifting of content consumption — and you can see that social VR as it is typically conceived confronts a near-insurmountable adoption hurdle. Facebook and other VR developers are asking consumers to invest a fair amount of money and quite a lot of time on a platform most of their friends still don’t use (since most of them don’t even own a virtual reality device) which also runs counter to every content consumption convenience they’ve enjoyed for the last 7-10 years.
Todd Suomela

Ways to Compute Topics over Time, Part 1 · from data to scholarship - 0 views

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    "This the first in a series of posts which constitute a "lit review" of sorts to document the range of methods scholars are using to compute the distribution of topics over time."
jatolbert

Does Digital Scholarship Have a Future? | EDUCAUSE - 1 views

  • Although the phrase sometimes refers to issues surrounding copyright and open access and sometimes to scholarship analyzing the online world, digital scholarship—emanating, perhaps, from digital humanities—most frequently describes discipline-based scholarship produced with digital tools and presented in digital form.
    • jatolbert
       
      A couple of points. First, there's no reason to assume that DS comes from DH. "Digital" was a term and concept before DH claimed it. Second, I would suggest that DS can be produced with digital tools OR presented digitally OR both. It isn't necessarily always both. I did digital scholarship that was both printed in a conventional journal and published online. Semantic difference, but still important.
  • Though the recent popularity of the phrase digital scholarship reflects impressive interdisciplinary ambition and coherence, two crucial elements remain in short supply in the emerging field. First, the number of scholars willing to commit themselves and their careers to digital scholarship has not kept pace with institutional opportunities. Second, today few scholars are trying, as they did earlier in the web's history, to reimagine the form as well as the substance of scholarship. In some ways, scholarly innovation has been domesticated, with the very ubiquity of the web bringing a lowered sense of excitement, possibility, and urgency. These two deficiencies form a reinforcing cycle: the diminished sense of possibility weakens the incentive for scholars to take risks, and the unwillingness to take risks limits the impact and excitement generated by boldly innovative projects.
    • jatolbert
       
      I'm not sure about any of this. There's plenty of innovation happening. Also, galloping towards innovation for its own sake, without considering the specific needs of scholars, seems like a mistake.
  • Digital scholarship, reimagined in bolder ways, is cost-effective, a smart return on investment. By radically extending the audience for a work of scholarship, by reaching students of many ages and backgrounds, by building the identity of the host institution, by attracting and keeping excellent faculty and students, by creating bonds between faculty and the library, and by advancing knowledge across many otherwise disparate disciplines, innovative digital scholarship makes sense.
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  • Yet, other aspects of the changing digital environment may not be encouraging digital scholarship. The large and highly visible investments being made in MOOCs, for example, lead some faculty to equate technology with the diminution of hard-won traditions of teaching and scholarship. Using new capacities in bandwidth, MOOCs extend well-established patterns of large lectures to audiences otherwise out of the hearing range of those lectures. Unlike digital scholarship, however, MOOCs make no claim to creating new disciplinary knowledge, to advancing the scholarly conversation, to unifying research and teaching.
    • jatolbert
       
      I don't see why any of this is necessarily a problem--unless you reject the notion of lectures as useful pedagogical forms entirely
  • In other words, digital scholarship may have greater impact if it takes fuller advantage of the digital medium and innovates more aggressively. Digital books and digital articles that mimic their print counterparts may be efficient, but they do not expand our imagination of what scholarship could be in an era of boundlessness, an era of ubiquity. They do not imagine other forms in which scholarship might live in a time when our audiences can be far more vast and varied than in previous generations. They do not challenge us to think about keeping alive the best traditions of the academy by adapting those traditions to the possibilities of our own time. They do not encourage new kinds of writing, of seeing, of explaining. And we need all those things.
    • jatolbert
       
      Somewhat melodramatic. What kind of innovation does he want, exactly? And what doesn't he like about the formats he mentions here? He lists things that scholars do, suggests they need to change, but makes no compelling case re: WHY they need to change.
  • Interpretation must be an integral and explicit part of the fundamental architecture of new efforts. Insisting that colleges and universities broaden their standards and definitions of scholarship to make room for digital scholarship is necessary, but it is only a partial answer. To be recognized and rewarded as scholarship in the traditional sense, digital scholarship must do the work we have long expected scholarship to do: contribute, in a meaningful and enduring way, to an identifiable collective and cumulative enterprise.
  • By way of example, the Digital Scholarship Lab at the University of Richmond is attempting to build one model of what this new scholarship might look like. The lab combines various elements of proven strategies while also breaking new ground. With the support of the Andrew W. Mellon Foundation, the historians Robert K. Nelson and Scott Nesbit and their colleagues are creating a digital atlas of American history. The first instantiation of the atlas, Visualizing Emancipation, will soon be followed by an amplified, annotated, and animated digital edition of The Atlas of the Historical Geography of the United States, first published in 1932. Over the next three years, chapters of original and dynamic maps and interpretations will focus on key aspects of the American experience since the nation's founding. The digital atlas will allow scholars to see patterns we have never been able to envision before while at the same time it will make available to teachers of all levels visualizations of crucial processes in American history.
    • jatolbert
       
      This one example doesn't seem all that innovative--story maps, etc. have been around a long time. Also, what he's doing is still basically a repackaging of print scholarship. It could be useful, but it's not nearly as radical as he seems to think.
  • Does Digital Scholarship Have a Future?
    • jatolbert
       
      A problematic think piece about digital scholarship in general. Has some useful definitions. Unfortunately Ayers is doing a lot of hand-wringing over what he sees as the lack of meaningful innovation in digital scholarship. It's not at all clear, though, what he means by this. He argues that what innovation has happened isn't sufficient, then gives an example of a project--a digital atlas of American history--that he seems to think is radically different, but isn't in any way I can discern from his description.
Leslie Harris

How Nonemployed Americans Spend Their Weekdays: Men vs. Women - NYTimes.com - 1 views

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    This article discusses how unemployed men and women spend their time during a typical day. What's most interesting is how the data is represented visually.
Todd Suomela

Build a Better Monster: Morality, Machine Learning, and Mass Surveillance - 0 views

  • Unfortunately, the enemy is complacency. Tech workers trust their founders, find labor organizing distasteful, and are happy to leave larger ethical questions to management. A workplace free of 'politics' is just one of the many perks the tech industry offers its pampered employees. So our one chance to enact meaningful change is slipping away. Unless something happens to mobilize the tech workforce, or unless the advertising bubble finally bursts, we can expect the weird, topsy-turvy status quo of 2017 to solidify into the new reality. But even though we're likely to fail, all we can do is try. Good intentions are not going to make these structural problems go away. Talking about them is not going to fix them. We have to do something.
  • Can we fix it? Institutions can be destroyed quickly; they take a long time to build. A lot of what we call ‘disruption’ in the tech industry has just been killing flawed but established institutions, and mining them for parts. When we do this, we make a dangerous assumption about our ability to undo our own bad decisions, or the time span required to build institutions that match the needs of new realities. Right now, a small caste of programmers is in charge of the surveillance economy, and has broad latitude to change it. But this situation will not last for long. The kinds of black-box machine learning that have been so successful in the age of mass surveillance are going to become commoditized and will no longer require skilled artisans to deploy. Moreover, powerful people have noted and benefited from the special power of social media in the political arena. They will not sit by and let programmers dismantle useful tools for influence and social control. It doesn’t matter that the tech industry considers itself apolitical and rationalist. Powerful people did not get to be that way by voluntarily ceding power. The window of time in which the tech industry can still act is brief: while tech workers retain relatively high influence in their companies, and before powerful political interests have put down roots in the tech industry.
debsatbucknell

WaterWheel - 0 views

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    Waterwheel is an interactive, collaborative platform for sharing media and ideas, performance and presentations on Water. Waterwheel calls on everyone-performers and artists, scientists and environmentalists, students and academics, you and me, anyone and anywhere-to test the water... At WaterWheel, a tool called The Tap provides an online, real-time venue and forum, workshop and stage, for live networked performance and presentation.
Leslie Harris

The Most Detailed Map of Gay Marriage in America - The New York Times - 0 views

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    Novel use of tax records gives researchers a clearer look at the demographics of same-sex married couples than was previously possible.
Leslie Harris

Is It Time To Ban Computers From Classrooms? : 13.7: Cosmos And Culture : NPR - 0 views

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    A new paper delivers a clear verdict on computers in the classroom - but a variety of important questions remain open, like how they interfere with student learning, says psychologist Tania Lombrozo.
Leslie Harris

Money, Race and Success: How Your School District Compares - The New York Times - 0 views

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    Interesting infographics demonstrating that sixth graders in the richest school districts are four grade levels ahead of children in the poorest districts.
Matt Gardzina

Rise in "flipped classroom" model, improvements apparent | The Chronicle - 0 views

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    Duke University student newspaper "As the use of the "flipped classroom" model rises on campus, students and faculty are taking time to adjust to the idea."
Leslie Harris

Where Are the Hardest Places to Live in the U.S.? - NYTimes.com - 0 views

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    Another interesting NY Times GIS map of "wellness" by county in the United States. I am using the term "wellness" not in a health context but instead as a summary description of their six data points: education, median household income, unemployment rate, disability rate, life expectancy, and obesity.
Leslie Harris

For Big-Data Scientists, 'Janitor Work' Is Key Hurdle to Insights - NYTimes.com - 0 views

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    New York Times article about some of the challenges of "big data" analysis - particularly the data cleanup needed to make useful inferences.
Leslie Harris

Penn State One Button Studios Used 4,500 Times Annually - 2 views

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    This article describes the widespread use of the two "one-button" video recording studios at Penn State.
Todd Suomela

Jaron Lanier Interview on What Went Wrong With the Internet - 0 views

  • The theory of markets and capitalism is that when we compete, what we’re competing for is to get better at something that’s actually a benefit to people, so that everybody wins. So if you’re building a better mousetrap, or a better machine-learning algorithm, then that competition should generate improvement for everybody. But if it’s a purely abstract competition set up between insiders to the exclusion of outsiders, it might feel like a competition, it might feel very challenging and stressful and hard to the people doing it, but it doesn’t actually do anything for anybody else. It’s no longer genuinely productive for anybody, it’s a fake. And I’m a little concerned that a lot of what we’ve been doing in Silicon Valley has started to take on that quality. I think that’s been a problem in Wall Street for a while, but the way it’s been a problem in Wall Street has been aided by Silicon Valley. Everything becomes a little more abstract and a little more computer-based. You have this very complex style of competition that might not actually have much substance to it.
  • I think the fundamental mistake we made is that we set up the wrong financial incentives, and that’s caused us to turn into jerks and screw around with people too much. Way back in the ’80s, we wanted everything to be free because we were hippie socialists. But we also loved entrepreneurs because we loved Steve Jobs. So you wanna be both a socialist and a libertarian at the same time, and it’s absurd. But that’s the kind of absurdity that Silicon Valley culture has to grapple with. And there’s only one way to merge the two things, which is what we call the advertising model, where everything’s free but you pay for it by selling ads. But then because the technology gets better and better, the computers get bigger and cheaper, there’s more and more data — what started out as advertising morphed into continuous behavior modification on a mass basis, with everyone under surveillance by their devices and receiving calculated stimulus to modify them. So you end up with this mass behavior-modification empire, which is straight out of Philip K. Dick, or from earlier generations, from 1984. It’s this thing that we were warned about. It’s this thing that we knew could happen. Norbert Wiener, who coined the term cybernetics, warned about it as a possibility. And despite all the warnings, and despite all of the cautions, we just walked right into it, and we created mass behavior-modification regimes out of our digital networks. We did it out of this desire to be both cool socialists and cool libertarians at the same time.
  • But at the end, I have one that’s a spiritual one. The argument is that social media hates your soul. And it suggests that there’s a whole spiritual, religious belief system along with social media like Facebook that I think people don’t like. And it’s also fucking phony and false. It suggests that life is some kind of optimization, like you’re supposed to be struggling to get more followers and friends. Zuckerberg even talked about how the new goal of Facebook would be to give everybody a meaningful life, as if something about Facebook is where the meaning of life is. It suggests that you’re just a cog in a giant global brain or something like that. The rhetoric from the companies is often about AI, that what they’re really doing — like YouTube’s parent company, Google, says what they really are is building the giant global brain that’ll inherit the earth and they’ll upload you to that brain and then you won’t have to die. It’s very, very religious in the rhetoric. And so it’s turning into this new religion, and it’s a religion that doesn’t care about you. It’s a religion that’s completely lacking in empathy or any kind of personal acknowledgment. And it’s a bad religion. It’s a nerdy, empty, sterile, ugly, useless religion that’s based on false ideas. And I think that of all of the things, that’s the worst thing about it. I mean, it’s sort of like a cult of personality. It’s like in North Korea or some regime where the religion is your purpose to serve this one guy. And your purpose is to serve this one system, which happens to be controlled by one guy, in the case of Facebook. It’s not as blunt and out there, but that is the underlying message of it and it’s ugly and bad. I loathe it, and I think a lot of people have that feeling, but they might not have articulated it or gotten it to the surface because it’s just such a weird and new situation.
Todd Suomela

This VR cycle is dead | TechCrunch - 0 views

  • Occasional training tool and/or the future of high end entertainment — just possibly. But, hey, no one likes to feel sick at the movies. Feeling like you want to barf is only a good use of your time and energy if you’ve eaten something that might otherwise kill you. The wider question in the gaming space, which excels at entertainment and escapism, remains how big VR might get when the hardware isn’t so pricey and clunky, and when investing time and energy in building compelling content can start to look like less of a sinkhole prospect for developers who can now be seen pulling their horns in. These same types of content makers may well be having their heads turned by the potential of AR gaming. Which can, as noted above, already point to the existence of essential content generating wild excitement among millions of consumers. Rather like the solar eclipse, AR has been shown turning masses of heads and even gathering huge crowds of like-minded folks together in public. For now there is simply no argument: AR > VR.
  • As TechCrunch’s Lucas Matney noted: “Over the past several months it’s become clear that the war is no longer HTC and Oculus trying to discover who is Betamax and who is VHS, now they’re just trying to ensure that high-end VR doesn’t turn out to be LaserDisc. Though few of the big players are keen to readily admit it, many investors and analysts have been less than thrilled with the pace of headset sales over the past year.” The bald fact that neither HTC nor Facebook/Oculus has released sales figures for their respective VR headsets speaks volumes. (Analyst estimates aren’t generous, suggesting <500k units apiece.) Sony did put out some sales figures for its Playstation VR headset in February which caused some initial excitement — with the company claiming 915,000 units sold since October 2016. But by June that figure had merely drifted past 1M.
Leslie Harris

When Classical Musicians Go Digital - The New York Times - 0 views

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    Players and scholars are turning to computer tablets and leaving paper scores behind.
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