The study, “The Potential for Game-based Learning to Improve Outcomes for Nontraditional Students,” is based on research funded by the Bill & Melinda Gates Foundation and includes insights from a survey of 1,700 students, 11 in-person focus groups and interviews with teachers and school leaders. Educators said games could be especially helpful in several areas: auto-assessing whether students can apply what they’ve learned, building employment competencies and improving study skills.
Definition: Muzzy Lane characterizes them as learners who meet two of the following criteria: – returning to school after pausing their education,
– balancing education with work and family responsibilities,
– English as a second language learners, or
– the first members of their families to attend college.
P 4. But all that “disruption,” as people love to collect, is over looking the thing that’s the most disruptive of them all call on the way we relate to each other will never be the same. That’s because of something called presence.
Presence is the absolute foundation of virtual reality, and in VR, it’s the absolute foundation of connection-connection with yourself, with an idea, with another human, even connection with artificial intelligence.
p. 28 VR definition
Virtual reality is an 1. artificial environment that’s 2. immersive enough to convince you that you are 3. actually inside it.
1. ” artificial environment ” could mean just about anything. The photograph is an artificial environment of video game is an artificial environment a Pixar movie is an artificial environment the only thing that matters is that it’s not where are you physically are
p. 44 VR: putting the “it” in “meditation” my note: it seems Rubin sees the 21st century VR as the equivalent of the drug experimentation in the 1960s US: p. 46 “VR is potentially going to become a direct interface to the subconscious”
p. 74 serious games, Carrie Heeter. p. 49
The default network in the brain in today’s society is the wandering mind. We are ruminating about the past, and we are worrying about the future, or maybe even planning for the future; there is some productive thinking. But in general, a wandering mind is an unhappy mind. And that is where we spent all of our week in time: not being aware of everything that we are experiencing in the moment.
Hester’s Open meditation had already let her to design apps and studies that investigated mediate meditations ability to calm that wandering mind
p. 51 Something called interoception. It is a term that is gaining ground in psychologist circles in recent years and basically means awareness of battle associations-like my noticing the fact that I was sitting awkwardly or that keeping my elbows on the cheers armrests was making my shoulders hunched slightly. Not surprisingly, mindfulness meditation seems to heighten interoception. And that is exactly how Heeter and Allbritton Strep throat the meditation I am doing on Costa Del sole. First, I connect with the environment; then with my body; Dan I combined the two. The combination of the VR and interception leads to what she describes as “embodied presence”: not only do you feel like you are in the VR environment, but because you have consciously work to integrate your bodily Sensations into VR, it is a fuller, more vivid version of presents.
p. 52 guided meditation VR GMVR
p. 56 VVVR visual voice virtual reality
Just as the ill-fated google glass immediately stigmatized all its wearers as “glassholes”- a.k.a. “techier-than-thou douche bags who dropped $1500 to see an email notification appear in front of their face”-so to do some VR headset still look like face TVs for another it’s
p. 61 Hedgehog Love
engineering feelings with social presence. p.64 remember presents? This is the beginning of social presence. Mindfulness is cool, but making eye contact with Henry is the first step into the future.
p.65 back in 1992, our friend Carrie heeter posited that presence-the sensation did you are really there in VR-head treat day mentions. There was personal presents, environmental presents, and social presents, which she basically defined is being around other people who register your existence.
p. 66 the idea that emotion can be not a cause, as sweet so often assumed, but a result of it of behavior
p. 72 in chapter 1, we explain the difference between Mobile VR and PC driven PR. The former is cheaper and easier; all you do is drop your smart phone into a headset, and it provides just about everything can eat. Dedicated VR headsets rely on the stronger processors of desktop PCs and game consoles,So they can provide a more robust sense of presence-usually at the cost of being hit Earth to your computer with cables. (it’s the cost of actual money: dedicated headset systems from hundreds of dollars, while mobile headsets like Samsung’s deer VR or Google’s DayDream View can be had for mere tens of dollars.) There is one other fundamental distinction between mobile VR and high-end VR, though, and that is what you do with your hands-how you input your desires. When VR reemerged in the early 2010s, however, the question of input was open to debate. Actually, more than one debate. p. 73 video game controllers are basically metaphors. Some, like steering wheels or pilot flight sticks, might look like that think they’re supposed to be, but at their essence they are all just collections of buttons. p. 77 HTC sales small wearable truckers that you can affix to any object, or anybody part, to break it into the Vive’s VR.
p. 78 wait a second – you were talking about storytelling.
p. 79 Every Hollywood studio you can imagine-21st Century Fox, Paramount, Warner Bross.-Has already invested in virtual reality. They have made VR experiences based on their own movies, like interstellar or ghost in the Shell, and they have invested in other VR companies. Hollywood directors like Doug Liman (Edge of Tomorrow) and Robert Stromberg (Maleficent) have taken VR project. And the progress is exhilarating. Alejandro GOnzalez Inarritu, a 4-Time Oscar winner for best director 2014 movie Birdman, won best picture, received this special achievement Academy award in 2017 for a VR Schwartz he made. Yet Carne Y Arena, which puts viewers insight a harrowing journey from Mexico to the United States, is nothing like a movie, or even a video game.
When you premiered at the Cannes film Festival in early 2017, it was housed in an airplane hangar; viewers were a shirt, barefoot, into a room with a sand-covert floor, where they could watch and interact with other people trying to make it over the border. Arrests, detention centers, dehydration-the extremity of the human condition happening all around you. India announcement, the Academy of motion picture arts and sciences called the peas “deeply emotional and physically immersive”
p. 83 empathy versus intimacy. Why good stories need someone else
p. 85 empathy vs intimacy: appreciation vs emotion
Both of these words are fuzzy, to say the least. Both have decades of study behind him, but both have also appeared and more magazine covers in just about any words, other than possibly “abs”
Empathy: dear Do it to do identify with and understand dollars, particularly on an emotional level. It involves imagining yourself in the place of another and, therefore, appreciating how do you feel.
Intimacy: a complex sphere of ‘inmost’ relationships with self and others that are not usually minor or incidental (though they may be a transitory) and which usually touch the personal world very deeply. They are our closest relationships with friends, family, children, lovers, but they are also the deep into important experiences we have with self
Empathy necessarily needs to involve other people; intimacy doesn’t. Empathy involves emotional understanding; intimacy involves emotion itself. Empathy, at its base, isn’t act of getting outside yourself: you’re protecting yourself into someone’s else experience, which means that in some ways you are leaving your own experience behind, other than as a reference point. Intimacy, on the other hand, is at its base act of feeling: you might be connecting quit someone or something Else, but you are doing so on the basis of the emotions you feel. p 86. Any type of VR experience perfectly illustrates the surprising gap between empathy and intimacy: life action VR. p. 87 unlike CGI-based storytelling, which full somewhere in between game in movie, live action VR feels much more like the conventional video forms that we are used to from television and movies. Like those media, people have been using VR to shoot everything from narrative fiction to documentary the sports.
p. 92 every single story has only one goal at its base: to make you care. This holds true whether it is a tale told around a campfire at night, one related to a sequence of panels in the comic book, or dialogue-heavy narrative of a television show. The story might be trying to make you laugh, or just scare you, or to make you feel sad or happy on behalf of one of the characters, but those are all just forms of caring, right? Your emotional investment-the fact that what kept us in this tale matters to you-is the fundamental aim of the storyteller.
Storytelling, than, has evolved to find ways to draw you out of yourself, to make you forget that what you are hearing or seeing or reading isn’t real. It’s only at that point, after all, that our natural capacity for empathy can kick in. p. 93 meanwhile, technology continues to evolve to detaches from those stories. For one, the frame itself continues to get smaller. Strangers still, this distraction has happened well stories continue to become more and more complex. Narratively, at least, stories are more intricate then the have ever been. p. 94. Now, with VR storytelling, the distracting power of multiple screens his met it’s match.
p. 101 experiencing our lives- together
What videos two cannot do, though, he’s bringing people together insights VR, the way re-McClure’s sinking-multicoloredat-blogs-at-each-other tag-team project is VVVR does. That’s why even V are filmmaking powerhouses like Within ( https://www.with.in/get-the-app) are moving beyond mere documentary and narrative and trying to turn storytelling into a shared experience.
Make no mistake: storytelling has always been a shirt experience. Being conscripted into the story, or even being the story.
p. 103 like so many VR experiences, life of us defies many of the ways we describe a story to each other. For one, it feels at fonts shorter and longer than its actual seven-minutes runtime; although it’s seems to be over in a flash, flash contains so many details that in retrospect it is as full and vivid is a two-our movie.
There is another think, though, that sets life of us apart from so many other stories-it is the fact that not only was I in the story, but someone else was in there with me. In that someone wasn’t a field character talking to a camera that they some calling about it, or a video game creature that was programmed to look in ‘my’ direction, but a real person-a person who saw what I saw, a person who was present for each of those moments and who know is inextricably part of my old, shard-Like memory of them.
p. 107 what to do and what to do it with . How social VR is reinventing everything from game night to online harassment.
p. 110 VR isn’t given Romo’s first bet on the future. When he was finishing up his masters degree in mechanical engineering, a professor emailed him on behalf of two men who were recruiting for a rocket company there were starting. One of those man was a Elon musk, which is how Romo became the 13th employee at space X. Eventually, she started the company focusing go solar energy, but when the bottom fell out of the industry, she shut down the company and looked for his next opportunity. Romo spent the next year and a half researching the technology and thinking about what kind of company might make sense in the new VR enabled world. He had read Snow crash, but he oh soon you get our hopes for DVR future could very well end up like gay themed flying car: defined-and limited-bite an expectation that might not match perfectly which what we actually want.
p. 116 back in the day, trolling just trim forward to pursuing a provocative argument for kicks. Today, the word used to describe the actions of anonymous mobs like the one that, for instance, Rolf actor Leslie Jones off Twitter with an onslaught of racist and sexist abuse. Harassment has become one of the defining characteristics of the Internet is for use it today. But with the emergernce of VR, our social networks have become, quite literally, embodied.
p. 142 increasing memory function by moving from being a voyeur to physically participating in the virtual activity. embodied presence – bringing not just your head into your hands, but your body into VR-strengthens memories in the number of ways.
p. 143 at the beginning of 2017, Facebook fit published some of its. New Ron’s in internal research about the potential of social VR. Neurons INc. The agency measured eye movements, Brain activity, and pools of volunteers who were watching streaming video on smart phones and ultimately discovered that buffering and lag were significantly more stressful than waiting can line it a store, and even slightly more stressful than watching a horror movie.
p. 145 after the VR experience, more than 80% of introverts — is identified by a short survey participants took before hand-wanted to become friends with the person they had chatted with, as opposed to less than 60% of extroverts
p. 149 Rec Room Confidential: the anatomy in evolution of VR friendships
p. 165 reach out and touch someone; haptics, tactile presence and making VR physical.
p. 171 Zhao laid out two different criteria. The first was whether or not to people are actually in the same place-basically, are they or their stand-ins physically close enough to be able to communicate without any other tools? To people, she wrote, can either have “physical proximity” or “electronic proximity” the latter being some sort of networked connection. The second criterion was whether each person is corporeally there; in other words, is it their actual flesh-and-blood body? The second condition can have three outcomes: both people can be there corporeally; neither can be there corporeally , instead using some sort of stand in like an avatar or a robot; or just one of them can be there corporeally, with the other using case stent in
“virtual copresence” is when a flesh and blood person interacts physically with a representative of a human; if that sounds confusing, 80 good example is using an ATM call mom where are the ATM is a stent in for a bank teller
p. 172 “hypervirtual copresence,” which involves nonhuman devices that are interacting in the same physical space in a humanlike fashion. social VR does not quite fit into any of this category. Zhao refers to this sort of hybrid as a “synthetic environment” and claims that it is a combination of corporeal https://www.waze.com/telecopresence (like Skyping) and virtual telecopresence(like Waze directions )
p. 172 haptic tactics for tactile aptness
Of the five human senses, a VR headset ca currently stimulates only to: vision and hearing. That leaves treat others-and while smell and taste me come some day.
P. 174; https://en.wikipedia.org/wiki/Aldous_Huxley Brave New World. tactile “feelies”
p. 195 XXX-chnage program: turning porn back into people
p. 221 where we are going, we don’t need headsets. lets get speculative
p. 225 Magic Leap. p. 227 Magic Leap calls its technology “mixed reality,” claiming that the three dimensional virtual objects it brings into your world are far more advanced than the flat, static overlays of augmented reality. In reality, there is no longer any distinction between the two; in fact, the air are by now so many terms being accused in various ways by various companies that it’s probably worth a quick clarification.
Virtual reality: the illusion of an all-enveloping artificial world, created by wearing an opaque display in front of your eyes.
augmented reality: Bringing artificial objects into the real world-these can be as simple as a ” heads-up display,” like a speedometer project it onto your car’s windshield, or as complex as seen to be virtual creature woke across your real world leaving room, casting a realistic shadow on the floor
mixed reality: generally speaking, this is synonymous with AR, or eight at least with the part of AR that brings virtual objects into the real world. However, some people prefer “mixed” because they think “augmented” implies that reality isn’t enough.
extended or synthetic reality (XR or SR): all of the above! this are bought catch old terms that encompass the full spectrum of virtual elements individual settings.
p. 231 in ten years, we won’t even have smartphone anymore.
p. 229 Eve VR is these come blink toddler, though, AR/MR is a third-trimester fetus: eat may be fully formed book eat is not quite ready to be out in the world yet. The headsets or large, the equipment is far more expensive than VR Anthony in many cases we don’t even know what a consumer product looks like.
p. 235 when 2020 is hindsight: what life in 2028 might actually look like.
At democracy’s heart lies a set of paradoxes: a delicate interplay of identity and anonymity, secrecy and transparency. To be sure you are eligible to vote and that you do so only once, the authorities need to know who you are. But when it comes time for you to mark a ballot, the government must guarantee your privacy and anonymity. After the fact, it also needs to provide some means for a third party to audit the election, while also preventing you from obtaining definitive proof of your choice, which could lead to vote selling or coercion.
Building a system that accomplishes all this at once — and does so securely — is challenging enough in the physical world. It’s even harder online, as the recent revelation that Russian intelligence operatives compromised voting systems in multiple states makes clear.
In the decade since the elusive Satoshi Nakamoto published an infamous white paper outlining the idea behind bitcoin, a “peer-to-peer electronic cash system” based on a mathematical “consensus mechanism,” more than 1,500 new cryptocurrencies have come into being.
definition: Nathan Heller in the New Yorker, in which he compares the blockchain to a scarf knit with a single ball of yarn. “It’s impossible to remove part of the fabric, or to substitute a swatch, without leaving some trace,” Heller wrote. Typically, blockchains are created by a set of stakeholders working to achieve consensus at every step, so it might be even more apt to picture a knitting collective creating that single scarf together, moving forward only when a majority agrees that a given knot is acceptable.
Unlike bitcoin, a public blockchain powered by thousands of miners around the world, most voting systems, including Votem’s, employ what’s known as a “permissioned ledger,” in which a handful of approved groups (political parties, election observers, government entities) would be allowed to validate the transactions.
there’s the issue of targeted denial-of-service (DoS) attacks, in which a hacker directs so much traffic at a server that it’s overwhelmed and ceases to function.
Although a distributed ledger itself would likely withstand such an attack, the rest of the system — from voters’ personal devices to the many servers a vote would pass through on its way to the blockchain — would remain vulnerable.
there’s the so-called penetration attack, like the University of Michigan incursion, in which an adversary gains control of a server and deliberately alters the outcome of an election.
While it’s true that information recorded on a blockchain cannot be changed, a determined hacker might well find another way to disrupt the process. Bitcoin itself has never been hacked, for instance, but numerous bitcoin “wallets” have been, resulting in billions of dollars in losses. In early June 2018, a South Korean cryptocurrency exchange was penetrated, causing the value of bitcoin to tumble and resulting in a loss of $42 billion in market value. So although recording the vote tally on a blockchain introduces a new obstacle to penetration attacks, it still leaves holes elsewhere in the system — like putting a new lock on your front door but leaving your basement windows open.
A blockchain is only as valuable as the data stored on it. And whereas traditional paper ballots preserve an indelible record of the actual intent of each voter, digital votes “don’t produce an original hard-copy record of any kind,”
In the end, democracy always depends on a certain leap of faith, and faith can never be reduced to a mathematical formula. The Economist Intelligence Unit regularly ranks the world’s most democratic counties. In 2017, the United States came in 21st place, after Uruguay and Malta. Meanwhile, it’s now widely believed that John F. Kennedy owed his 1960 win to election tampering in Chicago. The Supreme Court decision granting the presidency to George W. Bush rather than calling a do-over — despite Al Gore’s popular-vote win — still seems iffy. Significant doubts remain about the 2016 presidential race.
While little doubt remains that Russia favored Trump in the 2016 election, the Kremlin’s primary target appears to have been our trust in the system itself. So if the blockchain’s trendy allure can bolster trust in American democracy, maybe that’s a net positive for our national security. If someone manages to hack the system, hopefully they’ll do so quietly. Apologies to George Orwell, but sometimes ignorance really is strength.
Artificial intelligence (AI) and machine learning are no longer fantastical prospects seen only in science fiction. Products like Amazon Echo and Siri have brought AI into many homes,
Kelly Calhoun Williams, an education analyst for the technology research firm Gartner Inc., cautions there is a clear gap between the promise of AI and the reality of AI.
Artificial intelligence is a broad term used to describe any technology that emulates human intelligence, such as by understanding complex information, drawing its own conclusions and engaging in natural dialog with people.
Machine learning is a subset of AI in which the software can learn or adapt like a human can. Essentially, it analyzes huge amounts of data and looks for patterns in order to classify information or make predictions. The addition of a feedback loop allows the software to “learn” as it goes by modifying its approach based on whether the conclusions it draws are right or wrong.
AI can process far more information than a human can, and it can perform tasks much faster and with more accuracy. Some curriculum software developers have begun harnessing these capabilities to create programs that can adapt to each student’s unique circumstances.
GoGuardian, a Los Angeles company, uses machine learning technology to improve the accuracy of its cloud-based Internet filtering and monitoring software for Chromebooks. (My note: that smells Big Brother).Instead of blocking students’ access to questionable material based on a website’s address or domain name, GoGuardian’s software uses AI to analyze the actual content of a page in real time to determine whether it’s appropriate for students. (my note: privacy)
serious privacy concerns. It requires an increased focus not only on data quality and accuracy, but also on the responsible stewardship of this information. “School leaders need to get ready for AI from a policy standpoint,” Calhoun Williams said. For instance: What steps will administrators take to secure student data and ensure the privacy of this information?
This week, Mozilla announced that its browser Firefox will start blocking all cross-site third-party trackers–the cookies hiding in the background that follow your clicks across the web, reporting your activity to advertisers as you move between websites.
Trackers don’t just track you–they also slow download times for websites. Mozilla cites a study by the ad-blocker Ghostery, which found that 55% of the time required to load a website is spent loading third-party trackers. Without these trackers, sites will load faster, making the overall user experience better. Mozilla will be testing how much blocking trackers impact load times in September–if its approach to blocking trackers does reduce load times, it will roll out the same technology to the regular Firefox browser later this year. If you’re interested in trying it out now, you can download Firefox Nightly to see how the features work.
It’s important that these changes will be integrated into the Firefox browser by default–something other tech platforms haven’t done. Companies like Apple and YouTube have started rolling out features to address the addictive nature of their interfaces, claiming they are giving users more control over their digital lives. These features are similar to Firefox’s new settings–they’re all in the name of giving users a better experience–but they still require users to dig through their settings to reap the benefits. Mozilla is making the choice that’s best for users automatically. You can opt-out if you want to, but for the many who will never bother to look through their browser settings, they’ll be protected from the get-go.
Künstliche Intelligenzen und Roboter werden in unserem Leben immer selbstverständlicher. Was erwarten wir von den intelligenten Maschinen, wie verändert ihre Präsenz in unserem Alltag und die Interaktion mit ihnen unser Selbstverständnis und unseren Umgang mit anderen Menschen? Müssen wir Roboter als eine Art menschliches Gegenüber anerkennen? Und welche Freiheiten wollen wir den Maschinen einräumen? Es ist dringend an der Zeit, die ethischen und rechtlichen Fragen zu klären.
1954 wurdeUnimate, der erste Industrieroboter , von George Devol entwickelt . Insbesondere in den 1970er Jahren haben viele produzierende Gewerbe eine Roboterisierung ihrer Arbeit erfahren (beispielsweise die Automobil- und Druckindustrie).
Definition eines Industrieroboters in der ISO 8373 (2012) vergegenwärtigt: »Ein Roboter ist ein frei und wieder programmierbarer, multifunktionaler Manipulator mit mindestens drei unabhängigen Achsen, um Materialien, Teile, Werkzeuge oder spezielle Geräte auf programmierten, variablen Bahnen zu bewegen zur Erfüllung der verschiedensten Aufgaben«.
Ethische Überlegungen zu Robotik und Künstlicher Intelligenz
Versucht man sich einen Überblick über die verschiedenen ethischen Probleme zu verschaffen, die mit dem Aufkommen von ›intelligenten‹ und in jeder Hinsicht (Präzision, Geschwindigkeit, Kraft, Kombinatorik und Vernetzung) immer mächtigeren Robotern verbunden sind, so ist es hilfreich, diese Probleme danach zu unterscheiden, ob sie
1. das Vorfeld der Ethik,
2. das bisherige Selbstverständnis menschlicher Subjekte (Anthropologie) oder
3. normative Fragen im Sinne von: »Was sollen wir tun?« betreffen.
Die folgenden Überlegungen geben einen kurzen Aufriss, mit welchen Fragen wir uns jeweils beschäftigen sollten, wie die verschiedenen Fragenkreise zusammenhängen, und woran wir uns in unseren Antworten orientieren können.
Aufgabe der Ethik ist es, solche moralischen Meinungen auf ihre Begründung und Geltung hin zu befragen und so zu einem geschärften ethischen Urteil zu kommen, das idealiter vor der Allgemeinheit moralischer Subjekte verantwortet werden kann und in seiner Umsetzung ein »gelungenes Leben mit und für die Anderen, in gerechten Institutionen«  ermöglicht. Das ist eine erste vage Richtungsangabe.
Normative Fragen lassen sich am Ende nur ganz konkret anhand einer bestimmten Situation bearbeiten. Entsprechend liefert die Ethik hier keine pauschalen Urteile wie: »Roboter sind gut/schlecht«, »Künstliche Intelligenz dient dem guten Leben/ist dem guten Leben abträglich«.
Five tips to help you create a personal brand and a positive digital reputation
1. What will they find when they Google you?
2. What is branding?
Your brand is what you represent, the content that you share, your audience, your Personal Learning Network (PLN), and your teaching philosophy. You want your brand to demonstrate that you are trustworthy, and offer quality content, insightful comments, and experience. Your brand tells your audience that what you offer is of value. Together, the elements that create your brand should communicate a distinct, cohesive story. For instance, when you visit any of my social media profiles, you will see a consistent message. The avatar and logo for my website Shake Up Learning are more recognizable than my face, and that’s intentional. That isn’t to say that every brand needs an avatar. But do find a creative way to tell your personal story.
3. Choose the right platforms
There is no right or wrong platform. Choosing where you want to build your online presence depends on the audience that you want to engage. If you want to reach parents and school community stakeholders, Facebook is a strong bet. If you want to reach other educators, Twitter and Pinterest are big winners. The bottom line is that you don’t have to use them all. Find and connect with your audience where your audience resides.
4. Claim your social media real estate
Before you settle on a username, check that it’s available on all of the social media platforms that you want to use—and then keep it consistent. You will lose your audience if you make it hard to find you. Also keep your handle simple and short, and try to avoid special characters. When a new platform arrives, claim your username early even if you aren’t sure that you will maintain a presence there.
5. Optimize your social media profiles
Guy Kawasaki, co-author of The Art of Social Media, khas nearly 1.5 million followers on Twitter alone, and he offers effective social media tips in his book. Here are the basics:
Add a picture of your face or logo. Your picture validates who you are. No more eggheads! Using the default egg avatar on Twitter says you don’t have a brand, and doesn’t tell your audience that you are trustworthy.
Use your real name. Sure, you can lie, but that isn’t going to help you build a brand and online presence. Many platforms allow you to show your name as well as your handle.
Link to your website, blog or About.me page. Don’t have one? Get one! You may not be ready to start a blog, but anyone can easily set up an About.me page—which is like an online resume.
Compose a meaningful bio, which will help others find and follow you. It should describe your experience in the field of education and highlight topics that you follow like Maker Ed, Google Apps, or edtech.
Add a cover image. Choose an image that tells your story. Who are you? What do you do that sets you apart? Canva is a graphic design tool that makes creating a cover image easy. It offers ready-made templates in the right size for all of the major social media platforms.
Be consistent across all mediums. You want your followers to see the same brand on all of your social media profiles. This also means you shouldn’t change your profile picture every five minutes. Be recognizable.
Tools to build your brand and online presence
About.me: A quick and easy personal homepage that shows your audience who you are and how to connect with you.
Canva: An easy-to-use design tool for creating images, with templates for social media.
Fiverr: A marketplace for services that you can use to commission a logo, avatar, or web design.
Social branding is the way you present yourself online. All of us have a digital footprint and a digital shadow—being cognizant of what these are helps you curate what kind of persona your potential employer sees when they Google you, look you up on LinkedIn, or find you on Twitter. Social branding is when you make a decision about what you want these results to be and what parts of your experience you want to highlight.
Lazer, D. M. J., Baum, M. A., Benkler, Y., Berinsky, A. J., Greenhill, K. M., Menczer, F., … Zittrain, J. L. (2018). The science of fake news. Science, 359(6380), 1094–1096. https://doi.org/10.1126/science.aao2998
Baum and David Lazer, M. A. (2017, May 11). Social media must be held to account on fake news. Winnipeg Free Press (MB). p. A7.
In a paper published in March in the journal Science, David Lazer, Matthew Baum and 14 co-authors consider what we do and don’t know about the science of fake news. They definefake news as “fabricated information that mimics news media content in form but not in organizational process or intent,” and they go on to discuss problems at multiple levels: individual, institutional and societal. What do we know about individuals’ exposure to fake news and its influence upon them? How can Internet platforms help limit the dissemination of fake news? And most fundamentally: How can we succeed in creating and perpetuating a culture that values and promotes truth?
Steven Sloman, professor of cognitive, linguistic and psychological sciences at Brown University, and one of the paper’s 16 authors. Sloman is also author of The Knowledge Illusion: Why We Never Think Alone, a book about the merits and failings of our collaborative minds, published in 2017 with co-author Philip Fernbach.
Sloman, S. A. (2017). The knowledge illusion: Why we never think alone. New York: Riverhead Books.