Archive of ‘announcement’ category

Critical Infrastructure Studies & Digital Humanities

Critical Infrastructure Studies & Digital Humanities

Alan Liu, Urszula Pawlicka-Deger, and James Smithies, Editors

Deadline for 500-word abstracts: December 15, 2021

For more info:
https://dhdebates.gc.cuny.edu/page/cfp-critical-infrastructure-studies-digital-humanities

Part of the Debates in the Digital Humanities Series A book series from the University of Minnesota Press Matthew K. Gold and Lauren F. Klein, Series Editors

Defintion
Critical infrastructure studies has emerged as a framework for linking thought on the complex relations between society and its material structures across fields such as science and technology studies, design, ethnography, media infrastructure studies, feminist theory, critical race and ethnicity studies, postcolonial studies, environmental studies, animal studies, literary studies, the creative arts, and others (see the CIstudies.org Bibliography )

CI Studies Bibliography

Debates in the Digital Humanities 2019

https://dhdebates.gc.cuny.edu/projects/debates-in-the-digital-humanities-2019

teaching quantitative methods:
https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/620caf9f-08a8-485e-a496-51400296ebcd#ch19

Problem 1: Programming Is Not an End in Itself

An informal consensus seems to have emerged that if students in the humanities are going to make use of quantitative methods, they should probably first learn to program. Introductions to this dimension of the field are organized around programming languages: The Programming Historian is built around an introduction to Python; Matthew Jockers’s Text Analysis with R is at its heart a tutorial in the R language; Taylor Arnold and Lauren Tilton’s Humanities Data in R begins with chapters on the language; Folgert Karsdorp’s Python Programming for the Humanities is a course in the language with examples from stylometry and information retrieval.[11] “On the basis of programming,” writes Moretti in “Literature, Measured,” a recent retrospective on the work of his Literary Lab, “much more becomes possible”

programming competence is not equivalent to competence in analytical methods. It might allow students to prepare data for some future analysis and to produce visual, tabular, numerical, or even interactive summaries; Humanities Data in R gives a fuller survey of the possibilities of exploratory data analysis than the other texts.[15] Yet students who have focused on programming will have to rely on their intuition when it comes to interpreting exploratory results. Intuition gives only a weak basis for arguing about whether apparent trends, groupings, or principles of variation are supported by the data. 

From Humanities to Scholarship: Librarians, Labor, and the Digital

Bobby L. Smiley

https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/bf082d0f-e26b-4293-a7f6-a1ffdc10ba39#ch35

First hired as a “digital humanities librarian,” I saw my title changed within less than a year to “digital scholarship librarian,” with a subject specialty later appended (American History). Some three-plus years later at a different institution, I now find myself a digital-less “religion and theology librarian.” At the same time, in this position, my experience and expertise in digital humanities (or “digital scholarship”) are assumed, and any associated duties are already baked into the job description itself.

Jonathan Senchyne has written about the need to reimagine library and information science graduate education and develop its capacity to recognize, accommodate, and help train future library-based digital humanists in both computational research methods and discipline-focused humanities content (368–76). However, less attention has been paid to tracking where these digital humanities and digital scholarship librarians come from, the consequences and opportunities that arise from sourcing librarians from multiple professional and educational stations, and the more ontological issues associated with the nature of their labor—that is, what is understood as work for the digital humanist in the library and what librarians could be doing.

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More on digital humanities in this blog
https://blog.stcloudstate.edu/ims?s=Digital+humanities

Playposium

https://www.eventbrite.com/e/playposium-2021-welcome-to-the-playvolution-tickets-168051551715

Professors at Play celebrates its second year with an all-new, totally fun, online Playposium. What’s a Playposium? For us, it’s a chance for professors from all over the world to come together, learn, discover, find inspiration and play. We believe that play can change higher education and the world.

This year’s event will take place on Zoom, 8am -3pm MST, Friday, October 15th, 2021.

AI project for the classroom

Handon AI projects for the classroom

Elementary school level

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDK5_1120.pdf

Secondary teachers

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDSE_1120.pdf

Elective educators guides

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDEL_0820-red.pdf

Computer science educators guides

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDCS_0820-red.pdf

The Artificial Intelligence (AI) for K-12 initiative (AI4K12) is jointly sponsored by AAAI and CSTA.

Home page

ISTE Standards and Computational Thinking Competencies can help frame the inclusion and development of AI-related projects in K–12 classrooms. The ISTE Standards for Students identify the skills and knowledge that K–12 students need to thrive, grow, and contribute in a global, interconnected, and constantly changing society. The Computational Thinking Competencies for Educators identify the skills educators need to successfully prepare students to become innovators and problem-solvers in a digital world.

COMPUTATIONAL THINKING COMPETENCIES

https://www.iste.org/standards/iste-standards-for-computational-thinking

EdTech Creator Challenge

The EdTech Creator Challenge Creator Challenge is for creators leveraging immersive technology and real-time 3D to make learning and education more accessible to ALL. This includes organizations such as:

  • Workforce development / Professional Learning
  • Higher education institutions
  • EdTech creators (serving the above audiences, in addition to K-12 schools)
  • Nonprofits

Eligible projects are encouraged to apply by submitting the online applicationform by September 10, 2021 at 11:59pm PST.

APPLICATION TIPS

The application has 25 questions in total. Once you begin, you can save and continue as you go. Check out the tips below and apply by September 10, 2021.

1. SIMPLIFY YOUR DESCRIPTION

When you explain what your organization does in the product section, keep it simple. You should be able to explain your organization in a way that a student would understand.

2. KNOW YOUR PURPOSE
How does your immersive technology support your organization’s mission? One of the factors judges will use to evaluate your application is Purpose. Be prepared to put your mission and impact into words, it’s a key element of the application.
3. EMPHASIZE TEAM STRENGTHS
Several questions on the application allow you to highlight the strengths of your leadership team. This is a great opportunity to demonstrate subject matter expertise, experience, and passion.
4. DON’T DELAY
Early application submissions are highly encouraged as the final deadline quickly approaches. If you have questions about the application this will allow time to review the FAQor reach out for clarification.

VR and Senior Wellness

Virtual reality technology making an impact on seniors [Promoting Senior Wellness]

https://www.dailylocal.com/virtual-reality-technology-making-an-impact-on-seniors-promoting-senior-wellness/article_46819976-0abf-5560-81dc-2db7

Virtual reality has proven to provide successful social and physical benefits to those 65 and older.

Physical movement is essential as we age, and different virtual reality programs encourage older adults to play fun and safe games that allow us to move our legs, arms, feet and hands.

Other research is showing that virtual reality can even ease the nerves when it comes to touring other retirement facilities. Some virtual reality programs are designed for mom and dad to tour a facility in the comfort of their own home before possibly seeing it in person.

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more on seniors in this IMS blog
https://blog.stcloudstate.edu/ims?s=seniors

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