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Contents contributed and discussions participated by Todd Suomela

Todd Suomela

Big data: are we making a big mistake? - 0 views

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    Very good description of the problems that big data claims to solve, but may not actually solve.
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.
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

Digitally Endangered Species - Digital Preservation Coalition - 0 views

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    "The DPC's 'Bit List' of Digitally Endangered Species is a crowd-sourcing exercise to discover which digital materials our community thinks are most at risk, as well as those which are relatively safe thanks to digital preservation. By compiling and maintaining this list over the coming years, the DPC aims to celebrate great digital preservation endeavors as entries become less of a 'concern,' whilst still highlighting the need for efforts to safeguard those still considered 'critically endangered.' "
Todd Suomela

The Promise and Disappointment of Virtual Reality | Literary Hub - 0 views

  • Of course, whether it is using VR for the treatment of vertigo and PTSD, or drawing our attention to unconscious biases like racism, it is possible that VR does have the ability to change our perception of the world around us, that the knowledge we gain from this technology can be transformative. But Plato’s Cave presupposes that those freeing the prisoner from their chains to reveal the true nature of “reality” are altruistic in their intent—that the world being shown the freed prisoners is indeed the truth. It is an allegory that does not allow for the world as it is today, or the pervasive desire to escape it. The continued commercial failure of VR may represent an unconscious resistance to jettisoning our connection to the real. Maybe we are waiting for that blockbuster game to drive mass-market appeal. Perhaps the technology simply is not good enough yet to simulate a truly authentic—and profitable—experience. In this sense we are trapped. We crave authenticity of experience but, despite the efforts of philosophers, authors and auteurs, our imaginations appear limited to what we can individually consume and identify with. While capitalism lumbers on, we cannot see anything but the shadows on the wall.
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