Searching for "troll"

one-week break from social media

https://www.liebertpub.com/doi/10.1089/cyber.2021.0324

Taking a One-Week Break from Social Media Improves Well-Being, Depression, and Anxiety: A Randomized Controlled Trial

The intervention effect on well-being was partially mediated by a reduction in total weekly self-reported minutes on SM. The intervention effect on depression and anxiety was partially mediated by a reduction in total weekly self-reported minutes on Twitter and TikTok, and TikTok alone, respectively. The present study shows that asking people to stop using SM for 1 week leads to significant improvements in well-being, depression, and anxiety.

Academic libraries opinion

https://medium.com/@allisonjaiodell/why-i-left-academic-libraries-26e2a63c8bf2

Data Architecture: I was an active member of the RBMS Bibliographic Standards Committee, the ARLIS/NA Artists’ Books Thesaurus project, and an OCLC initiative on Web archiving metadata. I used to contribute to development of international schemas, controlled vocabularies, and content standards for free, as a service activity. Meanwhile, I could have earned $134,677 as a data architect.

Web Development: I developed applications and customized discovery layers to help library patrons find resources. I learned several markup and scripting languages in order to take on this extra work for the library, in the hot-hot pursuit of grant funding to list on my CV. I could have earned $88,285 as a front-end developer (the folks who use HTML, CSS, and JavaScript to build the parts of a website that you see), or $101,021 as a back-end developer (the folks who work with APIs, and transfer data to/from databases).

Data Engineering: Libraries are constantly integrating data from publishers, digitization projects, legacy catalogs, union catalogs, and more. I became a whizz at data wrangling and transformation. I developed countless data pipelines and ETL processes to combine disparate data streams. I should have been earning $112,935 as a data engineer.

User Experience Research: To inform cataloging guidelines, and to better design catalogs and finding aids to meet user needs, I spent a lot of time in libraries researching information-seeking behaviors. I became intimately familiar with Google Analytics and Google Tag Manager. I ran focus groups, conducted usability tests, and led card-sorting exercises in order to gather insights on how to improve our discovery interfaces and their navigation. As a user experience researcher outside of libraries, I could have earned $140,985.

Fundraising: As a special collections professional, I was routinely asked to give tours and host events, with the goal of building relationships with donors. I cultivated skills in storytelling, and learned to quickly craft narratives about my projects’ efficacy and impact. As an academic and a gig worker, I helped develop numerous grant applications, and served as a principal investigator on several large-sum projects. Overall, I honed techniques that are crucial to fundraising and philanthropy. In the nonprofit sector, I could have earned between $98,765 as a development manager and $102,546 as a director of development.

Project Management: In libraries, I never had less than five major projects going at once. I oversaw several large-scale database and website migrations, making sure that each of my team members’ contributions were completed in sequence and on time, while I myself served as a project contributor. In the tech sector, I could have been working as a project manager — someone whose sole job is to hold others accountable to the development timeline — and earned $87,086.

critical news literacy session

Critical news literacy session for social policy analysis course

Katie Querna, Thursday, 11AM, Stewart Hall

post Higher Ed Learning Collective

https://www.theguardian.com/world/2022/feb/21/dumb-and-lazy-the-flawed-films-of-ukrainian-attacks-made-by-russias-fake-factory

https://english.elpais.com/science-tech/2022-02-24/the-war-in-ukraine-via-tiktok-how-ordinary-citizens-are-recording-russian-troops.html

+++ please cover this information at home and bring your ideas and questions to class +++++

Most students can’t tell fake news from real news, study shows
Read more: https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-3/

Module 1 (video to introduce students to the readings and expected tasks)

  1. Fake News / Misinformation / Disinformation
    1. Definitions
      1. Fake news, alternative facts
        https://blog.stcloudstate.edu/ims?s=fake+news
        https://blog.stcloudstate.edu/ims?s=alternative+facts
      2. Misinformation vs disinformation
        https://blog.stcloudstate.edu/ims/2018/02/18/fake-news-disinformation-propaganda/

        1. Propaganda
        2. Conspiracy theories
          1. Bots, trolls
            https://blog.stcloudstate.edu/ims/2017/11/22/bots-trolls-and-fake-news/
            https://blog.stcloudstate.edu/ims/2020/04/30/fake-social-media-accounts-and-politicians/
            https://blog.stcloudstate.edu/ims/2020/01/20/bots-and-disinformation/
        3. Clickbait
          Filter bubbles, echo chambers
          (8 min) video explains filter bubbles
          https://www.ted.com/talks/eli_pariser_beware_online_filter

+++++ thank you for covering this information at home. Pls don’t forget to bring your q/s and ideas to class +++++

Why we are here today?
We need to look deeper in the current 21stcentury state of information and disinformation and determine how such awareness can help policy analysis. 
How do we make up our mind about news and information; where from we get our info; who do we believe, who do we mistrust. 

What do you understand under the following three items and their place in our efforts to analyze policies?
“critical thinking,” https://blog.stcloudstate.edu/ims/2014/05/11/the-5-step-model-to-teach-students-critical-thinking-skills/

“media literacy,” “Media Literacy now considers digital citizenship as part of media literacy — not the other way around”
https://blog.stcloudstate.edu/ims/2020/01/07/k12-media-literacy/

“critical [news] literacy”
https://youtu.be/i2WyIkK9IOg

how do these three items assist a better analysis of policies?

Class assignment:
Share a topic which is very much to your heart.
Please feel welcome to use the following resources and/or contribute with your own resources to determine the sources and potential bias

library spot fake news

fake news resources

fake news and video

Feel free also to use the following guidelines when establishing the veracity of information:

Here is a short (4 min) video introducing you to the well-known basics for evaluation of academic literature:
https://youtu.be/qUd_gf2ypk4

  1. ACCURACY
    1. Does the author cite reliable sources?
    2. How does the information compare with that in other works on the topic?
    3. Can you determine if the information has gone through peer-review?
    4. Are there factual, spelling, typographical, or grammatical errors?
  2. AUDIENCE
    1. Who do you think the authors are trying to reach?
    2. Is the language, vocabulary, style and tone appropriate for intended audience?
    3. What are the audience demographics? (age, educational level, etc.)
    4. Are the authors targeting a particular group or segment of society?
  3. AUTHORITY
    1. Who wrote the information found in the article or on the site?
    2. What are the author’s credentials/qualifications for this particular topic?
    3. Is the author affiliated with a particular organization or institution?
    4. What does that affiliation suggest about the author?
  4. CURRENCY
    1. Is the content current?
    2. Does the date of the information directly affect the accuracy or usefulness of the information?
  5. OBJECTIVITY/BIAS
    1. What is the author’s or website’s point of view?
    2. Is the point of view subtle or explicit?
    3. Is the information presented as fact or opinion?
    4. If opinion, is the opinion supported by credible data or informed argument?
    5. Is the information one-sided?
    6. Are alternate views represented?
    7. Does the point of view affect how you view the information?
  6. PURPOSE
    1. What is the author’s purpose or objective, to explain, provide new information or news, entertain, persuade or sell?
    2. Does the purpose affect how you view the information presented?

In 2021, however, all suggestions above may not be sufficient to distinguish a reliable source of information, even if the article made it through the peer-reviewed process. In time, you should learn to evaluate the research methods of the authors and decide if they are reliable. Same applies for the research findings and conclusions.

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Aditional topics and ideas for exploring at home:
civil disobedience

https://blog.stcloudstate.edu/ims/2014/09/30/disruptive-technologies-from-swarming-to-mesh-networking/
https://blog.stcloudstate.edu/ims/2019/08/30/tik-tok-students-and-teachers/
https://news.softpedia.com/news/Venezuela-Blocks-Walkie-Talkie-App-Zello-Amid-Protests-428583.shtml
http://www.businessinsider.com/yo-updates-on-israel-missile-attacks-2014-7

https://blog.stcloudstate.edu/ims/2016/11/14/internet-freedom/
https://blog.stcloudstate.edu/ims/2016/08/31/police-to-block-social-media/
https://blog.stcloudstate.edu/ims/2016/04/04/technology-and-activism/

Big Tech and Their Metaverse

Big Tech Needs to Stop Trying to Make Their Metaverse Happen

https://www.wired.co.uk/article/metaverse-big-tech-land-grab-hype

The Metaverse is a fuzzy concept: It entered dictionaries via Neal Stephenson’s 1992 dystopian sci-fi novel Snow Crash, where the Metaverse is the virtual refuge from an anarchy-laden world controlled by the Mafia, and was brought back by a series of blogposts by VC Matthew Ball.

The morality of the Metaverse project is the least of its problems. Unlike Google Glass, the gold standard of tech blunders, it is not an overhyped (and ill-conceived) product: It is pure hype, without a product—except for some hypothetical “building blocks.”

letter by the CEO of Japanese game developer Square Enix, in which the executive expounded on his interest in NFTs and drew an odd distinction between people who “play for fun” and those who “play to contribute” was also badly received.

immersive therapeutics

https://www.fda.gov/news-events/press-announcements/fda-authorizes-marketing-virtual-reality-system-chronic-pain-reduction

EaseVRx employs the principles of CBT and other behavioral therapy techniques for the purpose of reduction of pain and pain interference. The prescription device, which is intended for at-home self-use, consists of a VR headset and a controller, along with a “Breathing Amplifier” attached to the headset that directs a patient’s breath toward the headset’s microphone for use in deep breathing exercises. The device’s VR program uses established principles of behavioral therapy intended to address the physiological symptoms of pain and aid in pain relief through a skills-based treatment program. These principles include deep relaxation, attention-shifting, interoceptive awareness–the ability to identify, access, understand and respond appropriately to the patterns of internal signals—and perspective-taking, distraction, immersive enjoyment, self-compassion, healthy movement, acceptance, visualization, knowledge of pain and rehabilitation.

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More on immersive in this blog
https://blog.stcloudstate.edu/ims?s=immersive

 

teaching

The Damaging Myth of the Natural Teacher

Despite decades of evidence, good teaching is still considered more art than science. That’s hurting faculty and students alike.

https://www.chronicle.com/article/the-damaging-myth-of-the-natural-teacher

Even as universities have become more bureaucratic and centrally controlled, teaching continues to operate largely independent of oversight

when she was a college administrator, before becoming a professor, she was expected to spend two to four hours a week on professional development. It was written into her job description. Her training as a faculty member, by contrast, “has all been self directed, self led, things I want to do. It’s never been part of my annual evaluation.”

At most research universities if you were publishing in pedagogy journals they would not be counted or weighted as heavily as if you were publishing in a traditional journal.

Valencia College, a community college in Central Florida that relies heavily on part-time instructors, encourages them to improve their teaching by offering certificates and pay increases for participating in 60 hours of professional development.

Some of the most notable reform efforts are coming from external funders and academic associations. The National Science Foundation, the Association of American Universities, the John N. Gardner Institute for Excellence in Undergraduate Education, the American Historical Association, the National Academies of Science, Engineering, and Medicine, and others have sponsored research and projects on teaching reform, including work on how to advance discipline-based education research.

a pilot program at Kansas to reinvent the evaluation process, as part of a multi-campus project called TEval. The new process, she says, considers seven benchmarks, including course planning, class climate, and evidence of student learning. Teaching reviews consider, for example, how well course content is aligned with the curriculum, whether a faculty member is involved in scholarship about pedagogy, and how much time they spend advising and mentoring students. Departments are also encouraged to develop “peer triads,” in which small groups of faculty members whose coursework is related meet regularly to talk about their teaching and course design.

He and his peers were heavily involved in pedagogical innovation on campus, including the Center for Project Based Learning and discipline-based education research.

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More on teaching in this blog
https://blog.stcloudstate.edu/ims?s=teach

Virtual reality training

Benefits of Virtual Reality Training

According to a 2021 report, 75% of business leaders anticipate using Augmented or Virtual Reality by 2023. VR Training solutions have become a powerful way to revamp traditional training methods, and it’s as cost-effective

Baylor study took 20 subjects and taught them a fire safety procedure. Half with traditional methods (video presentation and reading) and half with a VR training experience. A week after their training they were all given a memory test with mock scenarios, and 70% of the VR group performed the right sequence of steps compared to 20% of the video group.

With VR, virtual environments can house as many pieces of hardware at whatever scale you’d like all at the same cost. Especially once a framework has been developed, adding new procedures, objects, or environments to your training can be designed and deployed within a few days.

Another one of the benefits of VR training is the ability for trainees to learn what they need to at their pace. If a certain training scenario is a challenge, it’s easy to reset a scenario from the beginning. If a trainee is confident in a process, they can jump to a final procedure test.

Virtual Reality allows for a risk-free environment, allowing learners to prepare themselves and train in these stressful situations without the possibility of danger.

During a VR experience, trainees can be exposed to stressful situations in safe conditions. Over time, these experiences reduce the stress or fear response of that stimuli, allowing learners to gain confidence in real scenarios. The increased multi-sensory aspect of an immersive experience can be incredibly similar to real-life stressors. In addition, there exists the ability to have controlled exposure of these situations based on the learner’s own limits.

As more sophisticated data collecting methods are being developed, such as eye or facial tracking, more metrics can be used to understand how people are reacting to VR training. This is probably most sought after in soft skills training, where emotional input plays a larger role.

VR headsets can be implemented remotely, greatly reducing the requirement for in-person training.

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More on virtual reality training in this IMS blog
https://blog.stcloudstate.edu/ims?s=Virtual+reality+training

VR Training in Building Muscle Memory

Role of VR Training in Building Muscle Memory among Healthcare Professionals

https://medvr.education/role-of-vr-training-in-building-muscle-memory-among-healthcare-professionals/

Virtual reality clinical skills training helps in muscle memory building by:

Learning by performing – In a VR environment, learners get the opportunity to learn skills by performing tasks and it is a well-proven fact that the best way to retain knowledge is practical application.
Practicing multiple times – Virtual environments offer multiple practice sessions as there is no need for repeatedly setting up of equipment. Learners can practice as many numbers of times they desire to, so much so that the particular skill becomes a habit.
Identifying and correcting errors – Performing tasks multiple times also helps learners identify their mistakes and correct them. They can revisit procedures, eliminate errors and perform the correct steps repeatedly to get it perfect and make it habitual.
Training in controlled environments – Every case in the field is a new case and can be critical. To get that confidence to perform effectively on the job learners can gain the expertise by practicing in controlled virtual environments.
Guided training sessions to learn – Rich with prompts and feedbacks, guided VR training sessions hand-hold learners through the procedure helping them get acquainted, experienced and skilled to perform individually.
Assessment sessions test performance without prompts – 

AR/VR collaboration

Campfire announces summer Demo Days to allow companies to experience its AR and VR platform

https://www.auganix.org/campfire-announces-summer-demo-days-to-allow-companies-to-experience-its-ar-and-vr-platform/

Space is limited so enterprise guests can register here to request an invitation for the below events:

  • July 14, Brooklyn,  9AM – 7PM
  • August 11, Austin, 9AM – 7PM
  • September 8, San Francisco, CA  9AM – 7PM

Campfire brings a new approach to AR/VR collaboration with innovative devices and applications designed to visualize and collaborate with 3D models and data. The company states that the resulting experience helps to advance the visual experience, ease-of-use, and workflow integration for users. Features of the Campfire platform include:

  • The Campfire Headset, which has a 92° diagonal field-of-view in AR, and a new level of comfort in VR;
  • The Campfire Console acts like a holographic projector to bring the intuitiveness and robustness of traditional monitors to shared holographic experiences;
  • The Campfire Pack turns a phone into a hand held controller to reduce the learning curve of dedicated controllers and gestural interfaces;
  • The Campfire Scenes app enables users to create, share, and control scenes composed from 40+ types of CAD/3D files;
  • The Campfire Viewer app enables users to work within 3D scenes alone or during video calls using a Campfire Headset, tablet, or phone.

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

Virtual reality: The gateway to the future

Virtual reality: The gateway to the future

https://www.itp.net/emergent-tech/97949-virtual-reality-the-gateway-to-the-future

Apart from offering a virtually interactive environment, VR also offers a myriad of variations in how and to what extent an environment is explorable.

VR technology can offer a fully immersive, non-immersive, and web-based VR experience. A great example of a non-immersive VR experience is a flight simulator which allows the user to experience an alternate reality with just a joystick controller and a PC. Non-immersive technologies are commonly used in architecture, industrial designing, and archeology through 3D designs, allowing users to create a replica of the real-life environment.

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

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