Searching for "anxiety"
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Free Press.
Since 1992 I have been teaching a course on how to write electronics section. My students include freshman, writing majors, and media lab graduate students.
As I watch the yearly growth in ingenuity among my students, I find myself anticipating a new kind of storyteller, one who is half hacker, half bard. The spirit of the hacker is one of the great creative wellspring Safari time, causing the in animate circuits to sync with ever more individualized and quirky voices; the spirit of the bard is eternal and irreplaceable, telling us what we are doing here in about we mean to one another.
p. 12 A New Medium of Storytelling
Set 600 years from now, describes a society that science has dehumanized by eliminating love, parenthood, and the family in favor of generating engineering, test tube delivery, and state indoctrination. Books are banned, and science has come up with a substitute form of storytelling to delete the masses.
p. 20 Ray Bradbury Fahrenheit 451
p. 22 this accounts of a digital dystopia but eroticize and demonize the computer. Cyberpunks surfers are like Cowboys on the new frontier motorcycle hoodlums with a joystick in their hand instead of a motorcycle between their legs. They are outlaw pirates on an endless voyage of exploration throughout the virtual world riding and plundering among the invisible data hoards of the world in many states by the stronger pirate parents who reach in and reprogram their minds.
p. 22 William Gibson Neurmancer
p. 28 The Harbinger on the the Holodeck
The technical in economic cultivation of this freestyle new medium of communication has led to several new varieties of narrative entertainment. This new storytelling formats very from the shoot them up video game in the virtual dungeons of Internet role-playing games to the post modern literary hypertext. This wide range of narrative art holds the promise of a new medium of expression that is S varied SD printed book or the movie picture.
Books printed before 1501 or cold incunabula; the word is derived from the Latin for swaddling clothes and is used to indicate that this books are the work of a technology still in its infancy.
The garish video games in tangled websites of the current digital environment or part of a similar period of technical evolution, part of a similar struggle for the conventions of coherent communication.
p. 29 now, in the incunabular days of the narrative computer. We can see how 20th century novels, films, and please have been steadily pushing against the boundaries of linear storytelling. We therefore have to start our survey of the harbingers of the holiday back with a look at multiform stories, that is, linear narrative straining against the boundary of pre-digital media like a two dimensional picture trying to burst of its frame.
p. 30 The multiform story
Frank Capra’s It’s a wonderful life
p. 34 Robert Zemeskis Back to the Future
p. 35 Harold Ramis’s Groundhog Day
Multi forms stories often reflect different points of view of the same event. p. 37 Kurosawa Rashomon, the same crime is narrated by four different people: a rape victim; her husband, who is murdered; the bandit who attacked them; and a bystander.
p. 37 Milorad Pavic’s Dictionary of the Khazars
p. 37 Multi form narrative attempts to give a simultaneous form to this possibilities, to allow us to hold in our minds at the same time multiple contradictory alternatives.
p. 38 active audience
When the writer expands the story to include multiple possibilities, the reader assumes a more active role.
p. 40 although television viewers have long been accused of being less active engaged in readers or theatergoers, research on thin culture provides considerable evidence that viewers actively appropriate the stories of their favorite series. In addition to sharing critical commentary and gossip, fans create their own stories by taking characters and situations from the series and developing them in ways closer to their own concerns.
p. 42 role playing games or theatrical in a non-traditional but thrilling way. Players are both actors and audience for one another, and events the purple tree often have the media seat of personal experience.
p. 43 Live theater has been incorporating the same qualities of spontaneity and audience involvement for some time.
p. 43 MUDs have allowed distant players on the Internet to share a common virtual space in which they can chat with one another in real time. A the social psychologist Sherry Turkle has persuasively demonstrated, mods are intensely “evocative” environments for fantasy play that allow people to create and sustain elaborate fictional personas.
p. 44 movies three dimensions
p. 51 dramatic storytelling in electronic games
p. 55 story webs
p. 59 computer scientist as storytellers
p. 65 Chapter 3 From Additive to Expressive Form
beyond multimedia
Sept 28, 1895 Arrival of the Train at La Ciotat Station
p. 66 photoplays
p. 67 one of the lessons we can learn from the history of film is that additive formulations like photo play or the contemporary catshall ‘multimedia” or a sign that the medium is in an early stage of development and it is still depending on the format derived from earlier technologies instead of exploiting its own expressive power. Today the derivative mindset is apparent in the conception of cyber space is the place to view “pages” of print or “clips” of moving video end of cedar rooms is offering “extended books.”
p. 60 ELIZA, 1966 Joseph Weizenbaum
p. 71 the four essential properties of digital environments
Digital environments are procedural
Digital environments are participatory
Digital environments are spacial
Digital environments are encyclopedic
p. 90 Digital structures of complexity
p. 95 part to the aesthetics of the medium
chapter 4 immersion
definition
The experience of being transported to an elaborate please simulator please it’s pleasurable in itself regarding of the fantasy contact. we Refer to this experience as immersion. Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different is water is from air, that takes over all of our attention, our whole perceptual apparatus.
p/ 99 entering the enchanted place
my note: ghost in the machine
The computer itself, even without any fantasy content, is an enchanted object. Sometimes it can act like an autonomous, animate being, sensing it’s environment in carrying out internally generated processes, yet it can also seem like an extension of our own consciousness, capturing our words through the keyboard in displaying them on the screen as fast as we can thank them.
p. 110 the active creation of belief
In digital environments we have new opportunities to practice this active creation of belief. For instance, in an interactive video program set in Paris that may research group designed in the 1980s for language learners, we included a working telephone, represented by a photograph of a phone who’s keypad could be clicked on .
p. 112 structuring participation with a mask .
p. 119 regulating arousal According to Winnicott, “the pleasurable element in playing Carris whit eight employee Kasian that the instructional a razzle is not excessive”; that is, the object of the imaginary world should not be too enticing, scary, or real let the immersive trance be broken. This is true in any medium. If a horror movie is too frightening, we cover our eyes or turn away from the screen.
p. 126 chapter Agency
Agency is the satisfying power to take meaningful action and see the results of our decisions and choices. We expect to feel agency on the computer when we double click on a file and seat open before us or when we enter numbers in a spreadsheet and see the totals readjust. However, we do not usually expect to experience agency within a narrative environment.
p. 129 the pleasures of navigation
One form of agency not dependent on the game structure yet characteristic of digital environment is spatial navigation. The ability to move through virtual landscapes can be pleasurable in itself, independent of the content of the spaces.
p. 130 the story of the maze
the adventure maze embodies a classic fair-tale narrative of danger and salvation. as a format for electronic narrative, the maze is a more active version of the immersive visit (chapter 4).
p. 134 Giving Shape to Anxiety
p. 137 The Journey Story and the Pleasure of Problem Solving
p. 140 Games into Stories
p. 142 Games as Symbolic Dramas
Michael Sandel: ‘The populist backlash has been a revolt against the tyranny of merit’
https://www.theguardian.com/books/2020/sep/06/michael-sandel-the-populist-backlash-has-been-a-revolt-against-the-tyranny-of-merit
Even a perfect meritocracy, he says, would be a bad thing.
Centre-left elites abandoned old class loyalties and took on a new role as moralising life-coaches, dedicated to helping working-class individuals shape up to a world in which they were on their own. “On globalisation,” says Sandel, “these parties said the choice was no longer between left and right, but between ‘open’ and ‘closed’. Open meant free flow of capital, goods and people across borders.”
“Those at the top deserved their place but so too did those who were left behind. They hadn’t striven as effectively. They hadn’t got a university degree and so on.” As centre-left parties and their representatives became more and more middle-class, the focus on upward mobility intensified.
Blue-collar workers were in effect given a double-edged invitation to “better” themselves or carry the burden of their own failure. Many took their votes elsewhere, nursing a sense of betrayal. “The populist backlash of recent years has been a revolt against the tyranny of merit, as it has been experienced by those who feel humiliated by meritocracy and by this entire political project.”
Does he empathise, then, with Trumpism? “I have no sympathy whatsoever for Donald Trump, who is a pernicious character. But my book conveys a sympathetic understanding of the people who voted for him. For all the thousands and thousands of lies Trump tells, the one authentic thing about him is his deep sense of insecurity and resentment against elites, which he thinks have looked down upon him throughout his life. That does provide a very important clue to his political appeal.
“Am I tough on the Democrats? Yes, because it was their uncritical embrace of market assumptions and meritocracy that prepared the way for Trump. Even if Trump is defeated in the next election and is somehow extracted from the Oval Office, the Democratic party will not succeed unless it redefines its mission to be more attentive to legitimate grievances and resentment, to which progressive politics contributed during the era of globalisation.”
“We need to rethink the role of universities as arbiters of opportunity,” he says, “which is something we have come to take for granted. Credentialism has become the last acceptable prejudice. It would be a serious mistake to leave the issue of investment in vocational training and apprenticeships to the right. Greater investment is important not only to support the ability of people without an advanced degree to make a living. The public recognition it conveys can help shift attitudes towards a better appreciation of the contribution to the common good made by people who haven’t been to university.”
A new respect and status for the non-credentialed, he says, should be accompanied by a belated humility on the part of the winners in the supposedly meritocratic race.
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Why meritocracy isn’t working
https://www.ft.com/content/f881fb55-8f06-4508-a812-815a10505077
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As we “knowledge workers” know, clever people aren’t always the most collaborative. And what they have in brainpower, they often lack in empathy. We live, after all, in a cognitive meritocracy in which IQ is valued much more highly than EQ (emotional intelligence) or most physical abilities.
political analyst David Goodhart, whose new book Head, Hand, Heart
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Over the past several decades, as traditional class structures in countries such as the US and the UK began to break down, they were replaced by a new system of educational and professional advancement based on test scores, grades and intelligence, at least as narrowly defined by IQ. Suddenly, smart working-class kids could become part of a meritocratic elite.
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But there was a dark side. As British sociologist Michael Young observed when he coined the term in his prescient book of dystopian fiction The Rise of the Meritocracy (1958),
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members of the working class must judge themselves not by their own standards — in which traits of character, experience, common sense and grit are often as important as test-based intelligence — but by the standards of the meritocratic elite. Without the appropriate degrees, professional qualifications and opinions sanctioned by their educated overlords, they were all too often deemed unworthy — or as Hillary Clinton once put it in a quip that helped end her political career, “deplorables”.
In their book Deaths of Despair, Anne Case and Angus Deaton spelt out the toll this has taken on working-class white men in particular. Contempt can be just as lethal as poverty — low status in a hierarchy produces the stress and anxiety that trigger immune system-damaging cortisol to be released in the body.
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https://www.nytimes.com/2020/09/02/opinion/education-prejudice.html
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more on populism in this IMS blog
https://blog.stcloudstate.edu/ims?s=populism
on meritocracty in this IMS blog
https://blog.stcloudstate.edu/ims?s=meritocracy
my note: the LITA publication about the Emporia State University (see below) pursues the same goals of the project two SCSU librarians, Susan Hubbs, MLIS, and Plamen Miltenoff, Ph.D. MLIS, have developed:
This library orientation was an improved version of Plamen Miltenoff’s 2014-2016 research project with numerous national and international publications and presentations: https://web.stcloudstate.edu/pmiltenoff/bi/
E.g.:
Miltenoff, P. (2018). AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff. In J.-P. Van Arnhem, C. Elliott, & M. Rose (Eds.), Augmented and Virtual Reality in Libraries. Retrieved from https://rowman.com/ISBN/9781538102909
https://www.slideshare.net/aidemoreto/video-360-in-the-library
https://www.slideshare.net/aidemoreto/scsu-augmented-reality-library-tour-122152539
https://www.slideshare.net/aidemoreto/vr-library
https://www.slideshare.net/aidemoreto/intro-to-xr-in-libraries-137315988
https://www.slideshare.net/aidemoreto/xr-mission-possible
https://www.slideshare.net/aidemoreto/library-technology-conference-2018
and the upcoming LITA workshops:
http://www.ala.org/lita/virtual-reality-augmented-reality-mixed-reality-and-academic-library
Virtual Reality as a Tool for Student Orientation in Distance Education Programs
A Study of New Library and Information Science Students
ABSTRACT
Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student orientation in colleges and universities. This study investigates this effect using an experimental methodology and the population of new master of library science (MLS) students entering a library and information science (LIS) program. The results indicate that students who received a VR orientation expressed more optimistic views about the technology, saw greater improvement in scores on an assessment of knowledge about their program and chosen profession, and saw a small decrease in program anxiety compared to those who received the same information as standard text-and-links. The majority of students also indicated a willingness to use VR technology for learning for long periods of time (25 minutes or more). The researchers concluded that VR may be a useful tool for increasing student engagement, as described by Game Engagement Theory.
AUTHOR BIOGRAPHY
Brady Lund, Emporia State University
Brady Lund is a doctoral student at Emporia State University’s School of Library and Information Management, where he studies the intersection of information technology and information science, among other topics.
VR Takes The Stage As Conferences Cancel
https://www.forbes.com/sites/charliefink/2020/03/11/vr-takes-the-stage-as-conferences-cancel/
Katie Kelly, Program Owner at AltspaceVR. “I did a rough estimate and factoring in the travel time and CO2e estimates that would have been spent. This summit took about 9 thousand cars off the road for the week of the summit and saved attendees around 5 million miles of travel. So whether we’re combating a global outbreak, climate change or remote work – there’s a lot that AltspaceVR and other VR platforms can do to help.”
HTC is moving its annual Vive Ecosystem Conference (VEC) in China to a virtual world built by Engage, a product of Immersive VR Education.
The crisis has put new wind in the sails of the first virtual world, Second Life, which continues to thrive. “We are seeing increased interest in Second Life as it is a safe place for people and organizations to socialize and work during this time of great anxiety and social distancing,” said Ebbe Altberg, CEO of Linden Lab, which created and operates Second Life.
VictoryXR is an AR & VR school curriculum provider that also uses the Engage platform. They are now in the process of becoming accredited in Iowa and California to become an online virtual reality school (as opposed to a virtual school on a platform like Second Life, which is PC based).
Exp Realty is a virtual, cloud-based real estate brokerage founded nearly a decade ago, similar to Second Life. It is also optimized for PCs and laptops. The virtual real estate company has more than 27,000 agents who they log on to “eXp World.” The technology is provided by VirBELA, which also builds virtual tools for universities and virtual classes like Coursera.
Glue, based in Helsinki, Finland, today introduced significant upgrades to its virtual world platform, Glue Team Space. Team Space is immersive 3D environments optimized for teams of up to twenty people.
Spatial.io, a new remote conferencing system that works with every device and creates convincing avatars who can collaborate in the virtual space where participants can share whiteboards, post-its, videos and 3D models.
Half of millennials and 75% of Gen Zers have left their job for mental health reasons
PUBLISHED FRI, OCT 11 201910:43 AM EDTUPDATED TUE, OCT 15 201911:24 AM EDT
Todd Wasserman
Cases of burnout have been increasing at an alarming rate in recent years among millennials and Gen Zers. It’s a growing problem in today’s workplace because of trends like rising workloads, limited staff and resources and long hours.
a recent study by Mind Share Partners, Qualtrics and SAP reveals that half of millennials and 75% of Gen Zers have left a job for mental health reasons.
Another recent study, by the American Psychological Association, found the percentage of young adults experiencing certain types of mental health disorders has increased significantly in the past decade. In particular, the percentage of people dealing with suicidal thoughts increased 47 percent from 2008 to 2017.
Jean Twenge, author of iGen, a book about the effect technology has on this generation, says that “the rise of the smartphone and social media have at least something to do with it.”
But Peter Gray, a research professor at Boston College, said that it’s not social media or young people’s fractured attention spans that are causing their anxiety; it is school itself.
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more on mental health in this IMS blog
https://blog.stcloudstate.edu/ims?s=mental+health
Building Resilience
Martin E.P. Seligman FROM THE APRIL 2011 ISSUE
https://hbr.org/2011/04/building-resilience
Penn Resiliency Program, under the direction of Karen Reivich and Jane Gillham, of the University of Pennsylvania, for young adults and children.
A team led by the University of Michigan professor Christopher Peterson, author of the Values in Action signature strengths survey, created the test, called the Global Assessment Tool (GAT). It is a 20-minute questionnaire that focuses on strengths rather than weaknesses and is designed to measure four things: emotional, family, social, and spiritual fitness. All four have been credited with reducing depression and anxiety. According to research, they are the keys to PERMA.
https://www.researchgate.net/publication/51067861_Building_resilience
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more on mindfulness in this IMS blog
https://blog.stcloudstate.edu/ims?s=mindfulness
Ellis, D. A. (2019). Are smartphones really that bad? Improving the psychological measurement of technology related behaviors. Computers in Human Behavior, 97
, 60-66
Conclusions sur- rounding use have therefore been
largely negative and smartphones have repeatedly
been associated with depression (Elhai, Dvorak,
Levine, & Hall, 2017), anxiety (Richardson,
Hussain, & Griffiths, 2018), disrupted sleep
(Rosen, Carrier, Miller, Rokkum, & Ruiz, 2016),
cognitive
impairment (Clayton,
Leshner,&
Almond, 2015), and poor academic performance
(Lepp, Barkley, & Karpinski, 2015). This repeats a
pattern of research priorities, which previously
focused on the ne- gative impacts of many other
screen-based technologies, systematically moving
from television and video games, to the internet
and social media (Rosen et al., 2014).
There is also little
evidence to support the existence of the constructs
under investigation (e.g., technology ‘addiction’),
yet many papers and scales continue to use
language associated with a specific diagnosis (see
Panova & Carbonell, 2018 for a recent review).
When it comes to understanding the impact of
technology more generally, there is an intrinsic
lack of high-quality evidence (Ellis et al., 2018a).
Revised psychometric tests may hold some value
in the future, provided they are grounded in
relevant theory and validated accordingly.
https://www.kqed.org/mindshift/45396/whats-at-risk-when-schools-focus-too-much-on-student-data
The U.S. Department of Education emphasizes “ensuring the use of multiple measures of school success based on academic outcomes, student progress, and school quality.”
starting to hear more about what might be lost when schools focus too much on data. Here are five arguments against the excesses of data-driven instruction.
1) Motivation (decrease)
as stereotype threat. threatening students’ sense of belonging, which is key to academic motivation.
2) Helicoptering
A style of overly involved “intrusive parenting” has been associated in studies with increased levels of anxiety and depression when students reach college.
3) Commercial Monitoring and Marketing
The National Education Policy Center releases annual reports on commercialization and marketing in public schools. In its most recent report in May, researchers there raised concerns about targeted marketing to students using computers for schoolwork and homework.
Companies like Google pledge not to track the content of schoolwork for the purposes of advertising. But in reality these boundaries can be a lot more porous.
4) Missing What Data Can’t Capture
5) Exposing Students’ “Permanent Records”
In the past few years several states have passed laws banning employers from looking at the credit reports of job applicants.
Similarly, for young people who get in trouble with the law, there is a procedure for sealing juvenile records
Educational transcripts, unlike credit reports or juvenile court records, are currently considered fair game for gatekeepers like colleges and employers. These records, though, are getting much more detailed.
Mental health of college students and Lee’s new book: “Delivering College Mental Health”
Join Bryan Alexander and Lee Keyes, executive director, Counseling Center at the University of Alabama, and author of Delivering Effective College Mental Health Services for an engaging live discussion on the future of mental health in higher education.
Bryan plans to ask Lee about unfolding trends in college student mental health and his thoughts around the rise in anxiety and stress. We will explore how universities are changing their approaches to student mental health and what roles technology may play in harming or helping psychological well-being.
What questions or thoughts do you have? Join and take part in the discussion!
Registration at:
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My notes from the webinar:
Lee about “Mobile First” – like First Aid. Often by text and email. after Bryan asked how Adjuncts can deal with such situations, if
Counseling Centers need those additions.
Mobile First apps.
most crisis situations are a form of panic. if addressed quickly, one can prevent growing and turning into a major episode.
mindfulness can be different for the different type of issues of students.
libraries as the campus community center.
can be done on
conflation of immaturity and irresponsibility with stress and panic. Latter might be expressed in a way it is immature, but one has to meet them where they are, not judgement and denial, which will make it worse. Tough love will not help. Upholding classroom expectations and rules, but can be supportive at the same time. When pressed by time
Daniel Stanford De Paul. Cohort fundamentals of good teaching. instead of “fail safely”
academic hazing hasn’t changed since medieval time. the trauma instructors starts their career with.
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