Showing posts with label HASTAC. Show all posts
Showing posts with label HASTAC. Show all posts

Dec 12, 2011

Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn - an awesome book by Cathy "HASTAC" Davidson. (Her blog is awesome, too!)

Who is Cathy Davidson
According to her most recent bio, Cathy "served from 1998 until 2006 as the first Vice Provost for Interdisciplinary Studies at Duke University, where she worked with faculty to help create many programs, including the Center for Cognitive Neuroscience and the program in Information Science + Information Studies (ISIS).  She is the co-founder of is the co-founder of Humanities, Arts, Science, and Technology Advanced Collaboratory, HASTAC ("haystack"), a network of innovators dedicated to new forms of learning for the digital age.  She is also co-director of the $2 million annual HASTAC/John D. and Catherine T. MacAuthur Foundation Digital Media and Learning Competition."


Here is Cathy's book: Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn
Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn 

Note: I am almost finished with the book. Sadly, it went missing for several weeks, so I have about 50 more pages to read, now that it is found!   I didn't want to wait too long before writing my review, so I thought I'd highlight it here, since it will make a great read-or gift, for the holiday season!   It is well worth reading, as Cathy is a deep thinker who transcends disciplinary confines.


Here are a few Cathy Davidson's blog posts:
So What Again is HASTAC? Post #HASTAC2011 Reflections on a Network Founded on a Theory That's Practice 12/4/11
Why is the Information Age Without the Humanities Like the Industrial Revolution Without the Steam Engine? 1/24/10
Five Ways the Open Web Can Transform Higher Education
12/4/11


RELATED
HASTAC website, where you can discover a number of excellent blogs and interesting links.


Aug 14, 2011

Designing Culture: Investigating the Link Between Technology and Culture, an interactive transmedia project by Anne Balsamo

If you are a regular reader of this blog, you know that I use it as an on-line filing cabinet. When I learned about Anne Balsamo's recently published book, part of a larger interactive transmedia project, I decided that it warranted more than a "plug" and a quick link.


It warranted a shrine.
For this reason, I've embedded a number of videos and presentations from the project's website, along with a host of links.  Prepare to spend some time exploring her work over time!  It is food for reflection.


DESIGNING CULTURE     "Investigating the link between technology and culture, this transmedia project is realized as a print book, a dvd, and this interactive flash website ." -Designing Culture


"Anne Balsamo is a Professor of Communication in the Annenberg School of Communication and Journalism and of Interactive Media in the School of Cinematic Arts at the University of Southern California. She is a co-founder of Onomy Labs, a Silicon Valley technology design and fabrication company that builds cultural technologies. Previously, she was a member of RED (Research on Experimental Documents), a collaborative research group at Xerox PARC that created experimental reading devices and new media genres. She is the author of Technologies of the Gendered Body: Reading Cyborg Women, also published by Duke University Press." -Designing Culture


Video Overview:

Designing Culture: the Technological Imagination at Work from Anne Balsamo on Vimeo.


BOOK
Designing Culture: The Technological Imagination at Work
Anne Balsamo, Duke University Press, 2011


BLOG: Designing Culture


DVD (packaged with the book)
Women of the World Talk Back: Gendering the Technological Imagination


PUBLIC INTERACTIVE WALLS: Designing Technological Literacies -Interactive Wall Books "Interactive Wall Books are large-scale dynamic mixed-media documents"
Here are a few links to online versions of the wall books for your convenience: Episodes in the History of Reading, Part 1     Episodes in the History of Reading, Part II  Episodes in the History of Reading, Part 3     Deslizate En El Tiempo: Epsodios en la Historia de la Communicacion (Developed for the Children's Museum of Mexico City)  Science for All Ages

XFR: EXPERIMENTS IN THE FUTURE OF READING  A museum exhibit.
(The above link will take you to the Onomy website's version of the exhibit. The project version can be found on the Designing Culture website.)


MAPS: Mapping the Technological Imagination Spatial Documents.
Learning to Love The Questions - an interactive semantac map, for the online journal VECTORS
Where is the Museum? Mapping the Distributed Museum -presentation at Museums and the Web 2011
Ways of the Hand: Tinkering in the Digital Age -presentation at DIY Citizenship: Critical Making and Social Media conference, 2010
Working the Paradigm Shift: The Cultural Work of the Digital Humanities - presentation at the Digital Arts Conference, 2008


VIDEOS
Tools for the Asking

Anne Balsamo HASTAC Presentation 4_16_2010 from IML @ USC on Vimeo.


Gendering the Technological How a Robot Got its Groove


Cool Fusion: Designing Culture - Working the Paradigm Shift



RELATED
Reviews of Designing Culture by Lawrence Grossberg, Cathy N. Davidson, and John Seely Brown (Amazon.com site for the book)
Balsamo's New Book Details Technological Imagination at Work
Annenberg News, 8/10/11
HASTAC: Humanities, Arts, Science, and Technology Advance Collaboratory


Anne Balsamo worked on the following project:
Tangible Interface for Viewing the Aids Quilt

"This project will develop an application that enables collaborative browsing of a database of images of panels of The AIDS Memorial Quilt that have been “virtually stitched together.”  The application will be used with Onomy Lab’s Tilty Table, a tangible interactive device that serves as a display surface for large-scaled images." -(info from Anne Balsamo's blog)



May 14, 2010

Quick Post/Link: digitalculturebooks: New Media Studies & Digital Humanities at University of Michigan

I graduated from the University of Michigan years ago and would have been thrilled to participate in a project such as the new "digitalculturalbooks".  Sadly, the my undergraduate education pre-dated the internet and the explosion of engaging technologies!  

Here is information about digitalculturebooks from the "about" section of the website, via graduate student Jonathan Tarr:


digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative work in new media studies and the emerging field of digital humanities. digitalculturebooks seeks to explore all aspects of new media and its impact on society, culture, and scholarly communication and will present work that exhibits and advances the understanding of the relationship between humanities and digital technologies. The imprint aspires to both investigate and demonstrate new forms of scholarly practice in the humanities.
digitalculturebooks is an experimental publishing strategy with a strong research component. By making our content available in print and online, we intend to:
  • develop an open and participatory publishing model that adheres to the highest scholarly standards of review and documentation;
  • develop a model for press/library collaboration at Michigan and elsewhere;
  • showcase and extend Michigan's leading role in the development of digital resources;
  • encourage and participate in a national dialogue about the future of scholarly communication.

May 13, 2010

Digital Media & Learning Competition Awards



2010 Digital Media and Learning Competition Winners (pdf)


"The Digital Media and Learning Competition, now in its third year, is an annual effort designed to find — and to inspire — the most novel uses of new media in support of learning. In May 2010, the Competition recognized 10 projects that employ games, mobile phone applications, virtual worlds, and social networks to create learning labs for the 21st Century — environments that help young people learn through exploration, interaction and sharing."
-MacArthur Foundation/HASTAC 


2010 Winners, 21st Century Learning Lab
CLICK! The Online Spy School: Engaging Girls in STEM Activities, Peer Networking, and Gaming- Emily Sturman, Carnegie Science Center, Pittsburgh, PA.
ECOBUGS- Stephen Sayers, Futurelab Education, Bristol, UK.
FAB@SCHOOL: A Digital Laboratory for the Classroom- Glen Bull, University of Virginia, Charlottesville, VA.
Hole-in-the-Wall: Activity Based e-Learning for Improving Elementary Education in India - Hole-in-the Wall Education Limited, New Delhi, India
Metrovoice: About/In/By Los Angeles - Ann Bray, LA Freewaves, Los Angeles, CA
Mobile Action Lab: Programming Apps for Collaborative Community Change- Elisabeth Soep, Youth Radio-Youth Media International, Oalkand, CA
NOX No More: Connecting Travel Logs with Simulation, Gaming, and Environmental Education- Rosanna Garcia, Northeastern University, Boston, MA
Conservation Connection: From the West Side to the West Pacific-Joshua Drew, The Field Museum, Chicago, IL
Scratch & Share: Collaborating with Youth to Develop the Next Generation of Creative Software- Mitchel Resnick, MIT Media LAb, Cambridge, MA
Youth Applab- Leshell Hately, Uplift, Inc. Washington, DC


About the Competition
Digital Media and Learning Competition

RELATED
Press Release Via Serious Games Market and the MacArthur Foundation

Global Competition Selects 10 Innovative Digital Media & Learning Projects to Share $1.7 Million (Digital Media & Learning, Press Releases- May 12, 2010)
Washington, DC) — Ten winners of the MacArthur Digital Media and Learning Competition were announced today at a celebration of National Lab Day in Washington, DC, to promote science, technology, engineering and math across the country. Funded by the John D. and Catherine T. MacArthur Foundation and administered by the virtual network of learning institutions HASTAC, the competition winners will share $1.7 million in funding to use games, mobile phone applications, virtual worlds, and social networks to create the learning labs of the 21st century. Winners include a project to show youth-produced videos on 2,200 Los Angeles city buses; the next generation of a graphical programming language that allows young people to create their own interactive stories, games, and animations; and an online game that teaches kids the environmental impact of their personal choices. 

“Digital technologies are helping us to re-imagine learning,” said Connie Yowell, MacArthur’s Director of Education. “In the digital age, the learning environment is turned on its head — it’s no longer just the dynamic of the student, the teacher and the curriculum. Today, kids learn and interact with others — even from around the world — every time they go online, or play a video game, or engage through a social networking site. This Competition is helping us to identify and nurture the creation of learning environments that are relevant for kids today and will prepare them for a 21st century workforce.”

Now in its third year, the Competition is an annual effort to find — and to inspire — the most novel uses of new media in support of learning. This year it was launched in collaboration with President Obama’s Educate to Innovate initiative, challenging designers, inventors, entrepreneurs, and researchers to create learning labs for the 21st century, digital environments that promote building and tinkering in new and innovative ways. 

Other winners of the global Digital Media and Learning Competition include:

Conservation Connection: Using webcasting, video blogging and social networking sites, this project connects kids from Chicago’s West Side with kids in Fiji to work together to protect Fijian coral reefs; 

Mobile Action Lab: Combining the expertise of social entrepreneurs and technologists and the knowledge and ideas of Oakland, CA-based teens, this project helps develop mobile phone applications that serve Oakland communities. 

Click! The Online Spy School: Designed to encourage girls engagement in the sciences, Click!Online is a web-based, augmented reality game for teen girls to solve mysteries in biomedical science, environmental protection, and expressive technology. 

•Download a complete list of the competition winners (PDF, 12 pages) »

This year’s application process included an opportunity for public comment, which allowed applicants to collaborate with others and improve their submissions prior to final review. Of the more than 800 applications from 32 countries, 67 finalists were asked to submit videos of their projects for a final round of judging. Winners were selected from this pool by a panel of expert judges that included scholars, educators, entrepreneurs, journalists, and other digital media specialists.

The Competition is funded by a MacArthur grant to the University of California, Irvine, and to Duke University and is administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC). The Competition is part of MacArthur’s digital media and learning initiative designed to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

"The winning projects exhibit a wonderful creativity in developing learning platforms and environments that promote participatory and collaborative engagements for kids to learn with and from each other in their everyday engagements,” said Cathy N. Davidson, of Duke University, Co-founder of HASTAC along with David Theo Goldberg, of the University of California Humanities Research Institute. “We are witnessing the profound transformation in how young people will be learning in the future, and these projects are helping to lead the way," noted Goldberg.

Winners of the Competition were drawn from two categories: 21st Century Learning Lab Designers ($30,000 to $200,000) and Game Changers ($5,000 to $50,000). Learning Lab Designer award winners, which were announced today, will share $1.7 million for learning environments and digital media-based experiences that allow young people to grapple with social challenges through activities based on the social nature, contexts, and ideas of science, technology, engineering and math. Game Changers awards, which are to be announced on May 25th at the 2010 Games for Change festival, will share $250,000 for creative levels designed with either LittleBigPlanet™ or Spore™ Galactic Adventures. The games offer young people learning opportunities as well as engaging play. Each category includes several Best in Class awards selected by expert judges, as well as a People’s Choice Award to be selected by the general public in late May. 

Detailed information about the winning projects and the Competition is available at http://www.dmlcompetition.net.

Jan 25, 2010

A Few Interesting Links Related to "21st Century" Thinking, Learning, and Education.

Thomas West is an author of the In the Mind's Eye, Dyslexic Renaissance blog. He is also the author of several books.  One of his recent post highlights a recent roundtable held on 1/16/10 at the International Academy for Research in Learning Disabilities:  Talents Among Dyslexics, Roundtable Discussion 

"Most professionals in the field agree that talents are important, but eventually they almost always come to focus almost exclusively on reading and academic remediation alone. We need to change this, especially as major technological and computer information trends tend to favor the visual strengths that many dyslexics have as their traditional academic weaknesses become less and less important."
Thomas West is a visual thinker who thinks in pictures, and has a deep understanding of what life is like in educational settings that continue to be word-dominant.  Below is a link to an on-line recorded   interview that sheds some light on what the world is like for bright people with dyslexia.  More people are visual thinkers than you might expect. The interview is worth a listen:
http://real.aarp.org/content/radio/2009/mf/mf08152009.mp3

Cathy Davidson
Cathy Davidson is the co-founder of HASTAC, the Humanities, Arts, Science, and Technology Advanced Collaboratory, and also the John Hope Franklin Humanities Institute Professor of Interdisciplinary Studies and Ruth F. Devarney Professor of English at Duke University.  
Cathy blogs on the HASTAC website, and her blogs are worth taking the time to read. I especially liked one of her most recent posts: Why is the Information Age Without the Humanities Like the Industrial Revolution Without the Steam Engine?


The post is a small piece of a book that Cathy is currently writing, "Now You See It: The Science of Attention in the Classroom, at Work, and Everywhere Else."
Cathy's  recently co-authored a book that I plan on reading soon:
CN Davidson and David Theo Goldberg.  The Future of Thinking: Learning Institutions in a Digital Age. (pdf) 2010.
"....What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of "institution" as a "mobilizing network"—emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change—and explore the implications for higher education."
This book can be downloaded for free from the MIT Press website.


Daniel S. Christian
Daniel S. Christian's blog, Learning Ecosystems, focuses on a variety of topics related to technology and education, with a focus on multimedia, technology integration, and discovering and implementing new and useful technologies:
"The purpose of this blog is to continue the dialog about how we can take advantage of the rapid technological changes that we are experiencing today (and in the future) in order to significantly enhance what we can achieve within our educational systems. It's not just about selecting and using the right CMS or implementing a small handful of tools anymore -- we need a thriving, growing, always-changing learning ecosystem in order to navigate today's various/relevant environments."
EMANTRAS
I came across the Emantras website today and was surprised that I had not previously heard of this company.  I'd like to learn more about them. The company has a variety of presentations and additional information about the company's services on the website. Emantras' most recent press release is an announcement of the launch of Mobl21, a mobile learning platform.
"Emantras was founded in 2000 and our vision since then has been to harness the unmatched power of digital and mobile technology to make education more relevant to changing times.We are a leading global digital education solutions company with its focus firmly fixed on providing top notch services. We train, educate and design work flow solutions for academic institutions, publishers, Fortune 500 companies and everyone in between.
Emantras aspires to be known as the industry gold standard in digital education. Our aim is to be an 'innovation' partner to enterprises and institutions by creating knowledge, enabling delivery, and empowering access and usability with effective technology. Our goal is to champion new advancements and innovations in eLearning and make it accessible to a wider teaching and learning audience."


Emantras is headquartered in Freemont, California, with offices in L.A., Atlanta, Philadelphia, Midland Park, N.J., India, France, and Netherlands. The website is visually appealing- almost cute-and gives the visitor a feeling that learning might even be.. fun!  

Aug 6, 2008

"The Next Big Thing in Humanities, Arts, and Social Science Computing: Cultural Analytics": Link

I could remain an undeclared graduate student for life!

Last semester, I took a course in information visualization and visual communication. What next?!

Cultural Analytics.

I just heard of this area of study today. Here is a link to an article, written by Kevin D. Franklin and Karen Rodriguez, in HPCwire:

The Next Big Thing in Humanities, Arts, and Social Science Computing: Cultural Analytics


"some see the reciprocal and perhaps limitless possibilities of emergent technologies and humanities scholarship -- how digital technology cuts across disciplines, creates new ways of looking at artifacts, as well as producing new forms itself."

This speaks to my multidisciplinary soul.

The image “http://media.hpcwire.com/images/small_map_resized25.jpg” cannot be displayed, because it contains errors.
-photo via HPCwire

Mar 5, 2008

Post from Jonathan Tarr, HASTAC, about Sharon Burn's Virtual Worlds Tour (8-minute overview video)

If you are interested in interactive multimedia, you might be curious to learn more about virtual 3D worlds. I tried out Second Life for a couple of weeks in 2005, and found that for me, I simply don't have the time. I often don't have enough time in my "first life"!

Since 2005, Second Life and other virtual worlds have exploded in population. Here is a good overview and update, including information and views of children's virtual worlds such as Whyville, Webkins, and Penguin.

FYI: I'm always flattered when I've been "re-blogged", so I hope that Jonathan Tarr doesn't mind that I've reblogged his post from the HASTIC website:

March 4, 2008 - 3:34pm. VIRTUAL WORLDS TOUR FROM SHARON BURNS


"MacArthur Foundation CIO Sharon Burns (whom I met briefly last month in Chicago) has posted the first part of an excellent tour through various virtual worlds on Youtube, for those who are looking for a quick and smart overview. I learned more about it in 8 minutes than I have in most longer presentations about virtual worlds, so there is certainly some benefit to brevity.
There's also a useful writeup of the video on Susan Tenby's blog at Netsquared, if you want an even briefer writeup and some additional information."



What is HASTAC?

"A consortium of humanists, artists, scientists, social scientists, and engineers from universities across the country, HASTAC ("Haystack") is committed to new forms of collaboration across institutions, disciplines, and communities to promote creative uses of technology. Since 2003, we have been developing tools for multimedia archiving and social interaction, gaming environments for teaching, innovative educational programs in information science and information studies, virtual museums, and other digital projects. HASTAC leaders have served as consultants to U.S. and international organizations and governments on grid computing and cyberinfrastructure. Our aim is to promote expansive, innovative uses of technology in formal education and lifelong learning."

Oct 9, 2007

MacArthur Foundation Digital Media and Learning Competition

The John D. and Catherine T. MacArthur Foundation and the HASTAC Initiative is accepting applications through October 15, 2007. The two awards:

Innovation Awards

$250,000.00 and $100,000.00

"Innovation Awards will go to pioneers who are exploring new digital models of learning that build upon and enhance the informal, networked, and collaborative styles today, especially but not only among youth. These projects will demonstrate new modes of learning in many environments."

Knowledge-Networking Awards
$30.000.00-$75,000.00

"Knowledge-Networking Awards will go to creative and dedicated communicators. Not every digital inventor/developer is a skillful knowledge-networker. How can good ideas be circulated widely, taking full advantage of the Web's potential for collaborative thinking, where many can contribute, shape, and share?"