Dr. Dave Sonntag wrote from his blog that he was keeping notes on Digital Natives @ KAIST (including Cathy's keynote) via Google Wave, so I headed over there to see what it looked like. Since invitations to Google Wave are still limited <sigh>, I asked Dave if I could lift the wave and paste it here on HASTAC.org, particularly given how Twitter-esque and easy to digest his notes are.
Dave wrote that "It was awesome to be able to rapidly look up references as people made them, drag and drop multimedia into the Wave. Publishing from the Wave into other formats like this blog is something Google has promised, but not yet delivered. [Taps foot impatiently!]"
And I agree that it will be much more rewarding to contribute, participate, and interact in the real-time Wave-building process when Google Wave reaches a critical mass. From what I can tell at this early stage, it looks like Google Wave may be a great tool for conferences. Especially if people like Dave are in there, pulling out all the highlights, collecting great resources together.
Some of Dave's recap questions from KAIST really leapt out: Does technology make people more creative? Does it matter what your tools are? What is gained vs what is lost as technology becomes more pervasive? Kids time is very structured. Where is time for unstructured play? What makes a good teacher?
Enjoy some of the highlights from the conference, via Cathy, via Dave, via Google Wave, via HASTAC, via lots of participatory 21st-century technology.
Digital Natives Workshop Notes
Reposted from Dave Sonntag's Google Wave notes on Digital Natives KAIST
November 5, 2009
Digital Natives Notes, Thurs AM
(Again, these notes are extracted from a Public Google Wave, which is a lot prettier if you have an account.)
Enhancing creativity: implications for design cognition
Does technology make people more creative? Does it matter what your tools are?
We can augment physical capability, so can we augment mental capability?
Tangible user interfaces & spatial cognition?
What computational, cognitive, social substrates & abstractions enable and facilitate the design of systems that enhance creativity?
What role do the social & interaction cues that humans rely on when interacting with one another play in collaborative design environments?
What design techniques and technical characteristics enable open systems for the fullest breadth of social creativity.
AM Working Group 2
Transformative Impacts on Education, Aiding & Training
What is gained vs what is lost as technology becomes more pervasive?
Student-centered learning vs teacher-led learning.
Structured versus Unstructured Learning?
Kids time is very structured. Where is time for unstructured play? What role does technology play in overscheduling their day? Oversaturation of attentional options means something has to give.
AAP report on kids & unstructured play:
As computing becomes more pervasive, giving rise to the Internet of Things, opportunities are actually increasing for tinkering.
Discovery Channel, short video on open source hardware hacking
John Seely Brown, on tinkering as a mode of knowledge production in a digital age
Language Weaver for online chat in multiple languages.
Seth Godin on Tribes
How Tokyo as a city is a virtual reality unto itself.
If Japan did not exist, Barthes would have had to invent it
NPR, Studio 360 Piece
fMRI studies of motor learning in string players, amateur vs professional.
Wired Magazines article, The New Socialism: Global Collectivist Society is Coming Online.
Digital Social Phenomena in Japan
Otaku culture. Term means hello sir, a phrase the geeks would use to greet each other with. Akiba stabbings reflect the degree to which a virtual world can explode. (Tomohiro Kato incident).
Soushoku danshi phenomenon.
Parasite singles phenomenon.
Amazing convergence of digital media conferences going on this week!
1) Media140, from Sydney.
2) FOSI09, from Washington DC
3) The ACTA Internet agreement in Seoul?
My Sidebar Commentary on Amaterasu Omikami and the Mythical Magic Japanese Looking Glass
Amaterasu Omikami, and the Mirror in Japanese Mythology.
Self-awareness, and Shinto in Japanese popular culture. Many Japanese keitai have a built-in mirror mode, and keitai are used on trains directly in front of the face, like looking into a mirror. When Omikami saw herself for the first time in the mirror, she said omo-shiroi, literally meaning white face. Omoshiroi is used today in general Japanese speech to mean interesting, or funny. Historically, the Japanese emperor, on assuming the throne, is given the same mirror supposed to have been used by Omikami herself, and looks at his own reflection as being one of deity. And perhaps he laughs and thinks his godlike reflection is interestingly funny. So when a Japanese person stares into the digital mirror and sees something funny or interesting, she is looking back into her own mythical past.
The behavioral effects of games: five dimensions
Research on both intended and untended effects of video games.
What makes a great teacher?
Example of Halo software. Pacing, practice, feedback, over-learning.
Video games do all of the things that make them great teachers.
Stacking of risk factors
Predisposition toward violence (high/low quartiles) vs Violent Video Game (yes/no)
Effects of content
Effects of structure
November 4, 2009 at 20:51 Filed under Uncategorized
This has been a learning-lab for me in use of Google Wave. I took notes within Wave, as well as capturing real-time commentary of working groups. It was awesome to be able to rapidly look up references as people made them, drag and drop multimedia into the Wave. Publishing from the Wave into other formats like this blog is something Google has promised, but not yet delivered. [Taps foot impatiently!]
It will be a lot nicer when multiple meeting participants are on Wave and can participate in the real-time Wave-building process.
Cool stuff, lots of great discussions today, and way too much good food. Ive tried to capture some of the functionality of my Google Wave notes, but some of the media, including Twitter streams, Powerpoint slides, are simply too cumbersome to easily publish on WordPress from Wave.
What follows is but a pale reflection of the public Google Wave, located here.
Digital Natives Workshop Notes
Soo-Young overview of KAIST, artificial brain and artificial cognitive systems
Ken Boff, Did you know video.
Wortley, community network-buildingbringing globalization local. Finding local champions to bring expertise in. [Tieback to Hackerspace movement--his milkman story.]
Alvin Yeo, crowd-sourcing, and rural informatics on Sarawak. Virgin territory technology sites.
Roland Kelts, on liminal states. 80% of people in subway cars are physically present, but not there. Displacement. Finding a place of refuge. Early adopter-trend in Japan.
Damien Spry, Sydney private high school using digital media. Tie-up to YIS.
Cathy Davidson, HASTAC, RFP. http://www.hastac.org/
Keynote talk: Cathy Davidson
The kids are all right: paying attention in our multi-tasking, multi-distractingn, media-stacking always-on age
Diagnostics of the age.
Immigrant literature creating a false image of what the old country represented. Nostalgia a pitfall of the immigrant. Nationalistic movements not in the actual country, but the country the immigrant has moved to.
Taylors work on worker productive may have been fabricated of whole cloth in many cases. Mentioned a recent book review.
A number of interesting Youtube videos by Cathy.
The science of attention, and adolescents.
Howard Rheingold. Five minutes with cell phones, laptops shut off, and eyes closed. Write down about thinking.
80% of neural energy taken up by external distractionthe mind talking to itself.
Jonathan Schooler uses a stopwatch to gauge common mental meanderings, uses that to determine meta-awareness. Distracted workers are actually more productive. Time where you have no distractions is our most distracted time.
Morcom & Fletcher insist there is no such thing as single-tasking. Memory encoding and dopamine in the aging brain. [Dave Atkinson's question about dopamine & learning.]
The mind always wanders off task because the minds task is to wander.
Westerners have a Taylorist idea of how attention should be focused.
The Management Myth book review mentioned, pointing out that some of Taylors work may have been made up of whole cloth.
Attention is always partial.
US Dept of Labor stats on changing careers, Tofflers idea of not teaching fields, but teaching students how to learn, unlearn, and relearn. Need to teach the skill of how to cope when you cant reach the bottom.
Flow: of games and gamers.
After Columbine, parents raced to blame external causes such as first-person shooter games, like Wolfenstein 3-D, and cross-dressing singer Marilyn Manson. Impact on R&D funding cycle happened as well. Nearly all of the work before Colubmine showed beneficial effects of digital gaming.
ADD, ADHD, and OCD diagnoses have soared. 25% of Univ of North Carolina entering class at one point had been diagnosed with some kind of attention deficit. To get into UNC you basically have to be #1 in your class.
Americas Army official game.
Csikszentmihalyifour types of flow experiences.
John Seely Brown, practical implications of game playing
The leading edge of net generation are turning 30 this year.
Dopamine & learning, game playing.
Charter school in Durham where kids are learning everything in Mandarin.
Roland Kelts comment on continuous partial attention, James Joyce, Finnegans Wake.
Becky Goolsby, on the power of text changing
Yong-Se Kim, creative designers. Using multi-tasking in effective ways. Studies from UC Berkeley.
Impact of immersive technologies on next generation learners
Serious Games Institute. Second Life URL.
Afternoon Working Groups
Weds Afternoon Working Group
Training, Aiding & Education, Rm 2206
Public educations historic views toward reining in generational differences goes back a long ways. Davidsons comments on concern about the novel and its impact on the rising generation, during American Revolutionary period.
Technology is an easy scapegoat.
Where we learn, and how we learn is changing, Much more peer to peer learning.
The guide on the side, versus the sage on the stage model of teaching?
ALEKS educational software, and knowledge space theory.
Social learning theory.
Digital Natives are more about digital literacy than about a demographic bracket.
Behaviors and attitudes about what they do in cyberspace, and how they relate to others. Concepts of privacy. File-sharing.
What is the cost of not using digital media?
The basket of technologyDigital Natives rapidly embrace technologies they are not familiar with.
November 3, 2009 at 16:09 Filed under Uncategorized
Im in chilly Taejeon, south of Seoul, getting ready for our Digital Natives workshop and Barcamp.
Here are details for folks who would like to try to follow live. All dates and times are Seoul/Tokyo, which is UST+9 Hrs.
We will use the #hashtag #dnws for the Workshop, which is being held 4-6 November, at the Korean Advanced Institute of Technology (KAIST). I just checked out the venues WiFi, and barring objections by the organizers and presenters, we will try to Livestream at least the Plenary talks, as well as some of the summary sessions. Updates to these plans will go out live over Twitter, and Live streaming will be at http://livestream.com/tokyodave.
In case you missed it, the Wiki for the workshop is located here: http://diginatives.wik.is.
On Friday, the workshop attendees will board buses to Seoul, and most of us will be at the 4th Seoul Barcamp of 2009. http://barcamp.org/BarCampSeoul4, with #hashtag #barcampseoul4.
Schedule of presentations.
Weds, 4 Nov 2009
1030, Cathy Davidson: The kids are all right: Paying attention in our multi-tasking, multi-distracting, media-stacking always-on age.
Cathy N. DAVIDSONS work for the last decade has focused on the role of technology in the twenty-first century. In 1999 she helped create ISIS (the program in Information Science + Information Studies) at Duke and, in 2002, co-founded HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory, pronounced haystack). Davidson blogs regularly as Cat in the Stack at www.hastac.org.
1315, David Wortley: Impact of immersive technologies on next-generation learners.
David WORTLEY is Director of the Serious Games Institute (SGI) at Coventry University. He is responsible for the development of the Institute as a brand new self-financing initiative to establish a centre of excellence for the emerging serious games application area. Working with academics, regional development agencies and leading computer games companies, David aims to make the SGI a thought leader and focal point for games based learning, simulation and immersive 3D virtual environments. Davids career began with a university scholarship from Post Office Telecommunications and has embraced the converging and emerging technologies of telecommunications, computing (IBM), digital media (Mass Mitec) and the creative industries (De Montfort University). He is a serial entrepreneur and innovator with a passion for applying technology to social and economic development.
Thurs, 5 Nov 2009
0830, Mary Lou Maher: Enhancing creativity and implications for design cognition
Mary Lou MAHER is developing an emphasis on research in creativity in CISE (CreativeIT). She joined the Human Centered Computing Cluster in CISE in July 2006. She is the Professor of Design Computing and the Co-Director of the Key Centre of Design Computing and Cognition at the University of Sydney. She received her BS (1979) i n Civil Engineering at Columbia University and her MS (1981) and PhD (1984) in Civil Engineering at Carnegie Mellon University. She was an Associate Professor at Carnegie Mellon University before joining the University of Sydney in 1990. She has held joint appointments in the Faculty of Architecture and the School of Information Technologies at the University of Sydney. She is a researcher in NICTA (National Information and Communication Technologies Australia) and a member of the Research Committee in the Collaborative Research Centre for Construction Innovation in Australia. Her current research interests include intelligent rooms, adaptive agents in design environments, motivated learning in physical and virtual worlds, tangible user interfaces for 3D design, empirical studies and new technologies for computer-supported collaborative design, and generative design systems in 3D virtual worlds.
1315, Roland Kelts: Digital displacement
Roland Nozomu KELTS is the half-Japanese American author of Japanamerica: How Japanese Pop Culture has Invaded the US (www.japanamericabook.com), published by Palgrave Macmillan in the U.S. and Europe, and in Japanese by Random House Kodansha. He is also a professor at The University of Tokyo, Sophia University and The University of the Sacred Heart Tokyo, a contributing writer and editor for A Public Space and Adbusters magazines, and a columnist for The Daily Yomiuri. He is the editor in chief of Anime Masterpieces, a U.S.- based anime lecture and screening series, and his writing appears in numerous publications in both the U.S. and Japan. He has been a featured speaker at numerous venues in the US, Japan and UK, including the Museum of Fine Arts Boston, The Smithsonian Museum, the University of California, Berkeley and the Massachusetts Institute of Technology. Last summer he delivered a paper on Digital Isolation at the Digital Youth Asia conference at Temple University Japan. Keltss forthcoming novel is called ACCESS, due out next year.
He divides his time between New York and Tokyo
1400, Doug Gentile: The behavioral effects of games: Five dimensions
Douglas GENTILE is a developmental psychologist, and is an assistant professor of Psychology at Iowa State University and the Director of Research for the National Institute on Media and the Family. His experience includes over 20 years conducting research with children and adults. Dr.Gentile has authored numerous studies, including The Effects of Violent VIdeo Game Habits on Adolescent Aggressive Attitudes and Behaviors, A Validity Test of Movie, Television, and Video Game Ratings, and A Normative Study of Family Media Habits. He is the editor of the book Media Violence and Children (2003, Praeger Press), and co-author of the book Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007, Oxford University Press).
Fri, 6 Nov 2009
0830, Larissa Hjorth (via Skype): The politics of the personal: mobile and social media in the Asia-Pacific
Larissa HJORTH is artist, digital ethnographer and Senior Lecturer in the Games and Digital Art Programs at RMIT University. Since 2000, Hjorth has been researching and publishing on gendered customizing of mobile communication, gaming and virtual communities in the AsiaPacific these studies are outlined in her book, Mobile Media in the Asia-Pacific (London, Routledge, 2009). Hjorth has published widely on the topic in national and International journals in journals such as Games and Culture journal, Convergence journal, Journal of Intercultural Studies, Continuum, ACCESS, Fibreculture and Southern Review and recently co-edited two Routledge anthologies, Games of Locality: Gaming cultures in the Asia-Pacific (with Dean Chan) and Mobile technologies: from Telecommunication to Media (with Gerard Goggin). In 2007, Hjorth co-convened the International Mobile media conference with Gerard Goggin (www.mobilemedia2007.net) and the Interactive Entertainment (IE) conference with Esther Milne (www.ie.rmit.edu.au). In 2009 she began her ARC discovery fellowship (with Michael Arnold) exploring the role of the local and online with communities in the Asia-Pacific region. This three year cross-cultural case study will focus on six locations Tokyo, Seoul, Shanghai, Singapore, Manila, and Melbourne.