until recently, broadcasting and publishing were difficult and expensive affairs, their infrastructures riddled with bottlenecks and concentrated in a few hands.
When protests broke out in Ferguson, Missouri, in August 2014, a single livestreamer named Mustafa Hussein reportedly garnered an audience comparable in size to CNN’s for a short while. If a Bosnian Croat war criminal drinks poison in a courtroom, all of Twitter knows about it in minutes.
In today’s networked environment, when anyone can broadcast live or post their thoughts to a social network, it would seem that censorship ought to be impossible. This should be the golden age of free speech.
And sure, it is a golden age of free speech—if you can believe your lying eyes. Is that footage you’re watching real? Was it really filmed where and when it says it was? Is it being shared by alt-right trolls or a swarm of Russian bots? My note: see the ability to create fake audio and video footage: https://blog.stcloudstate.edu/ims/2017/07/15/fake-news-and-video/
HERE’S HOW THIS golden age of speech actually works: In the 21st century, the capacity to spread ideas and reach an audience is no longer limited by access to expensive, centralized broadcasting infrastructure. It’s limited instead by one’s ability to garner and distribute attention. And right now, the flow of the world’s attention is structured, to a vast and overwhelming degree, by just a few digital platforms: Facebook, Google (which owns YouTube), and, to a lesser extent, Twitter.
at their core, their business is mundane: They’re ad brokers
They use massive surveillance of our behavior, online and off, to generate increasingly accurate, automated predictions of what advertisements we are most susceptible to and what content will keep us clicking, tapping, and scrolling down a bottomless feed.
in reality, posts are targeted and delivered privately, screen by screen by screen. Today’s phantom public sphere has been fragmented and submerged into billions of individual capillaries. Yes, mass discourse has become far easier for everyone to participate in—but it has simultaneously become a set of private conversations happening behind your back. Behind everyone’s backs.
It’s important to realize that, in using these dark posts, the Trump campaign wasn’t deviantly weaponizing an innocent tool. It was simply using Facebook exactly as it was designed to be used. The campaign did it cheaply, with Facebook staffers assisting right there in the office, as the tech company does for most large advertisers and political campaigns.
Overstream is a free online editor for creating and synchronizing subtitles to any online video (YouTube, Google Video, MySpace Video, Veoh, Blip.tv, Archive.org and Vimeo.com), store subtitles on the Overstream server, and send the link to the subtitled video to other users, friends or colleagues.
Overstream supports all languages, however, in order to work, the language must be installed on the viewer’s computer.
Both javascript and cookies need to be enabled in your browser in order for this website to work as intended. Also, the Overstream Editor and Player require Flash Player version 8 or above to be installed.
Kaltura is updating the clipping and trimming tool for all customers on Sunday, January 14th. A new, HTML5, video editor tool will be available to all users of the Minnesota State instance of Kaltura Mediaspace.
Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.
Learning Outcomes:
at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
at the end of the session, participants will be able to understand the difference between VR, AR and MR.
if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.
How would you define gamification of the educational process?
Gaming and Gamification in academic and library settings (paper) Short URL: http://scsu.mn/1F008Re
Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
Apply gamification tactics to existing learning task
split in groups and develop a plan to gamify existing learning task
from the web page above, choose a movie or click on this link: https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360) Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard.
By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.
some key takeaways from the projects that we have seen:
Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.
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more on VR in education in this IMS blog
the institution announced it will no longer archive every one of our status updates, opinion threads, and “big if true“s. As of Jan. 1, the library will only acquire tweets “on a very selective basis.”
The library doesn’t say how many tweets it has in its collection now, but in 2013, it said it had already amassed 170 billion tweets, at a rate of half a billion tweets a day.
Tweets can now be longer, too: This fall, Twitter rolled out 280-character tweets to most users across the platform.
Another issue: Twitter only gives the library the text of tweets – not images, videos, or linked content. “Tweets now are often more visual than textual, limiting the value of text-only collecting,” the library says.
The library also has to figure out how to effectively manage deleted tweets, whicharen’t part of the archive.