Radha’s Weblog

DM6060 Digital Media for Educators, Corocoran College of Art and Design

Knit U. – An Experiment in Distance Learning for the Visual Artist (www.youloveradha.com) December 15, 2008

Filed under: dm6060 — youloveradha @ 8:12 pm

My choice of tool to conduct a distance learning experiment became a Web Site. My intention was to create an interactive site, where students could access lessons, a teacher, and student input to increase skills, competency, and confidence in an area of arts. My audience is a range of ages, from 8th grade to college age and beyond. The main commonality among the audience is their desire to learn online and their desire to learn an art form. While I believe the students of my site can be school-aged persons, I think more of them will be college – aged adults or those adults who are out of school and would like to experiment with learning something new at little or no cost.

My goal was to create a learning community with the resources available to me. I thought that I would teach painting through this experiment, but soon I realized that it would be one of the most difficult subjects, due to the fact that the resolution of pictures and video may adversely affect the look of brush strokes and other elements of painting. I decided instead to teach the craft of knitting, a popular fiber art form. Many individuals I know are interested in learning this traditional craft, and it seemed that it would lend itself well to steaming video instruction.

I am an intermediate knitter, so while I was able to identify the important structure required to teach the basics of the craft, I needed to employ the help of a friend to answer some of the more advanced technical questions that I was sure I would receive from students. I like the idea of sharing my fiber projects with a group of other learners so that I can receive appropriate feedback.

I originally envisioned building a site that has some lessons in many formats (such as video, photo, and mp3) and also has a place for collaboration, like a Blog or a forum area. I was hoping that the forum area would be the place where members post photos and questions of their projects. The outcome of this project changed slightly. I found that in the amount of time that I had to build this teaching tool, it was prudent to use video to start out with for the lessons. While I plan to add other forms of media to convey knitting principals, video remains the most efficient way to communicate the basics of the craft. I also found that building a multi-user Blog interface, like WordPress, into my site was extremely nerve-racking. I wanted users to be able to come to my site to “join” the community and start their own Blogs. For this reason I spent hours researching what I would need, and looking for the hosting company that would offer it to me: MySQL, Apache modules, PHP support, and enough space, bandwidth and customer service at a decent price. After doing my best to install, troubleshoot and communicate with the customer service team at Hostgator through Chat and telephone for days on end, I had to re-evaluate what I was truly capable of building in the remaining weeks before December 15th. I ended up installing a free program from Wikimedia. This involved me building a MySQL database and changing a few lines of code in some files on my server, among other things.  It is the same software that Wikipedia is built on. While it required a lot of work to get it to not look like Wikipedia, it was something I was able to manage. This wiki allows me to facilitate partnership in learning among the students that participate in my experiment.

The next challenging part of my experiment remains the participation aspect of it. How will I get students to join? While I have convinced my co-workers to take part in joining the learning community, my site requires many more participants to judge its educational value. I have yet to discover if an online classroom can enhance traditional, because I haven’t had enough involvement and membership. I wanted to see if learning could be facilitated through my site by providing more guidance, enthusiasm, and student commitment than a television show or how-to book. I am also still interested in finding out how successful a completely online visual arts classroom model can be. I think it is possible to provide great teaching/coaching/and skill building in an online format.

I enjoyed building this site from scratch. I originally thought that I would use a well-designed site template and modify it so that it fit my project design just right. This was also an area where I wasted much time and effort. After finding that I could not modify someone else’s XHTML code without creating my own bugs, I ended up designing my own site from a blank page using an enormous amount of AP Div’s. Some things about it that I could see improvement are it’s design, depth of lessons and lesson format, amount of pattern archives/small project directions available, and a more authentic way to display “featured” students and teachers.

I ended up providing more beginning lessons (5) than intermediate and advanced (2 each). These lessons do not of course cover the entire gamut of skills to become an expert knitter, but they do provide a good foundation for an e-learner to continue to build talent. It was my intent that following each lesson, students would sign on to post comments and share their assignments. I began the discussion by posting my own work and asking for feedback. Unfortunately this did not generate as much participation as I’d hoped, but I do believe if I keep this project going, I will prove the validity of learning the visual arts in this newer format and that it can augment traditional classroom instruction. One thing I did conclude from this project is that this type of learning requires a definite time commitment. Viewing the videos, practicing the techniques, as well as posting student activity and questions is very time consuming. It seems that this method of gaining skills will work better with a full-time student or an adult who is not working and attending school simultaneously, as it may not integrate well into the context of the busy lives of most people.

 

The Best Web Hosting Sites November 29, 2008

Filed under: dm6060 — youloveradha @ 12:13 am

I found out that I may not be able to use the online community networking sites like Ning for my final project, so I am off to find the best sites to host my project. I need to find out how much bandwidth and server space I will need for my project (still no idea).  I found a few articles on www.thesitewizard.com by Christopher Heng that give some unbias advice on which company to choose.

First off, Heng points out that if you are looking for free hosting, advertisements are not necessarily a bad thing, because the company is more likely to stay up and running, and that those companies providing free hosting services without advertisements often close down.  Heng says to be sure that you are comfortable with the advertising method being used, whether it is pop-ups or banner ads.  He also says to be aware of the amount of space your site is given, “Most sites use less than 5MB of web space.”  Since I will have a lot of pictures and videos/screencasts on my site, I think I will need more than this.  How much more, I am not sure. Heng also explains that some free hosting providers only allow you to design your page with their online builder, which is kind of like a content management system.  He says that having FTP access is very important if you plan on doing more of the designing yourself.  I’m not sure if Ning or PeopleAggregator provide FTP access, because they have a limited number of design templates for you to choose from. After reading Heng’s articles, I do not think I will be choosing a free hosting service, because he mentioned that many of them have file type and size limitations.  For example, some of these hosting sites will not allow you to upload a file greater than 1 MB, which is way smaller than a video file. Others will only allow you to upload jpegs or gifs.  Reliability and speed of your hosting service is important too.  In my last blog I mentioned that I built a friend’s site on a pretty cheap hosting service, but it is slow to load.  The site contains small jpegs, so I think that is a speed issue.

Heng writes in his article: http://www.thesitewizard.com/archive/findhost.shtml that if you want to write your own PHP or Perl scripts, so that you can build counters, forms, polls, and mailing lists, you need to make sure that your provider will allow for CGI-BIN or PHP access.  If you want to allow a person to contact you by sending an email through your site’s contact link, make sure that your web host allows you to, “use the mail() function…[and]have access to sendmail or its workalike.”  I’m not sure what sendmail is, but I think I want the mail() function to work.  Once I built a site on geocities that had a form that I built out of CGI code, but it never worked, possibly because geocities did not provide CGI_BIN access. If you are paying for your hosting service, he says to make sure it allows for FTP, PHP, Perl CGI-BIN access, SSI, .htaccess, telnet, SSH, and crontabs.  I don’t know what all these things are.  He says that some commercial hosts do not allow you to install PHP or CGI scripts without their approval. Heng says, “‘.htaccess’ is needed if you are to customise your error pages (pages that display when, say, a user requests for a non-existent page on your site) or to protect your site in various ways (such as to prevent bandwidth theft and hotlinking, etc).”  I am not sure if I want to do any customization of error messages, but theft and hotlinking (what is that, does anybody know?) I guess would be good to prevent! He writes, “Telnet or SSH access is useful for certain things, including testing CGI scripts, maintaining databases, etc. Cron jobs may be needed for programs that you need to be run periodically (eg once a day).” I may need Selila’s help in translating what these things are, and her direction and words of wisdom as to how important they are to me.

Another important factor to choosing a hosting company is bandwidtch allotment or data transfer allotment. Heng defines this: “Data transfer (sometimes loosely referred to as ‘traffic’ or ‘bandwidth’) is the amount of bytes transferred from your site to visitors when they browse your site.” Heng says that if too many people access your web site, then the company can possibly disable it and charge you more money.  He writes that, “In general, 100MB traffic per month is too little for anything other than your personal home page and 1-3GB traffic per month is usually adequate for a simple site just starting out. Your mileage, however, will vary.”  I think I will shoot for the stars and anticipate 3GB’s worth of web traffic! An added piece of advice from Heng is that you should not believe any hosting service that says they offer “unlimited bandwidth.”  He says that the host has to pay for bandwidth, and if you use a lot of it, you will be charged in some way or another.  Heng also warns of companies offering humungous amounts of bandwidth, since your site has other limitations, like resource limits, which will not allow your site to surpass certain amounts of bandwidth anyway.  It sounds like the average consumer can become confused by all the big numbers, thinking they are getting a good deal, when in fact the numbers are only half the story. Another scheme that Heng says is popular among hosting companies is the “unlimited disk space” claim.  He says that since most sites use 10MB or less of web space, the 200MB or 500MB of space is a silly offer of something that you will never use anyway.

Technical support is something that a lot people, not only beginning web builders, will need to get started.  Heng recommends getting a company with good customer service that is available on weekends and holidays.  He says to check out the customer service by sending them emails at midnight or Sunday morning to see how long they take to respond. Also, he says to check that the customer service people are not merely salesmen and saleswomen who don’t know how to fix problems.  Heng says that a useful feature often included with a web hosting company is email accounts at your domain.  Extra useful is a “catch-all” account that allows any email ending in your domain name to be routed to you.  Also useful, Heng says, are autoresponders and the ability to access the email accounts through your current email account (POP mail).

Other useful tools that Heng points out in his article are control panels (which allow you to manage your site – like the kind of dashboard we have at wordpress), the ability to host more than one domain name on your space, and a variety of payment plans (like monthly, quarterly or annual).  The main factors that Heng says should determine your decision are price, reliability, and features.  Heng says that it is important to check out what others have to say about the web hosting company you are thinking about using.  I haven’t found a comprehensive site yet which will give me customer reviews and unbias information comparing several major hosting companies. Most comparison lists that I have found so far have been put together by the hosting companies themselves.  Does anyone know an honest reliable source?

So I have made the list of requirements for my ideal hosting company  based on the information from Heng’s article:

  • Many cool CGI, PHP, Perl tools with FTP access
  • About 3 GB worth of bandwidth per month
  • At least 10MB of web space
  • Access to reliable customer service

Wish me luck in finding my match…

 

Ning! November 24, 2008

Filed under: dm6060 — youloveradha @ 8:50 pm

Well, I received a response from my programmer coworker.  He said that depending on what skill I want to teach people, there are many options out there.  He said if I want to teach a “non-technical” skill like painting or knitting, then a social networking community would work well.  On the one he recommended, www.ning.com, you can set up a network ( with users, blogs, photos, forums, not sure about videos) without any advanced tech programming or systems work.  Plus I won’t have to pay for, set up, or configure a server!

So I created an  account with Ning and then I realized that I already belong to Ning!  I created a user account a while back in order to access one of their communities: Art Education 2.0.  The Art Ed people definitely paid to upgrade their account in order to get rid of ads and whatnot, but I am excited to see what I can set up with very little cash involved!

I decided to check out other social networking sites to see what my best options would be.  I found an article on www.readwriteweb.com.  It outlines three sites competing for your online community.  Two of them allow you to create a social network on any topic for free.  You can use their sites to build it and then host it on your own server, or have them host it, and deal with ads or various pop-ups.  This article claims that these services are the next generation of Friendsters and Facebooks.

Apparently Ning is really popular and has been around since 2005.  They are expected to expand their site and their capabilites in the future.  There are already some pretty popular Nings out there.

ning_logo

PeopleAggregator was one of the first online community builders.  It has become less popular than Ning, but offers many tools, a free hosting service, and some free service options too.  This article says that PeopleAggregator has many white label communities.  I think white label is the opposite of public, meaning it will cost users money to create online communities, but I’m not sure: “Many PA social networks are white label, but a couple of public examples are GT Channel and Connect at EconSM.”

peepagg_logo-11

The last service that is mentioned in the article is called vibEngine.  The problem with vibEngine is that it is never free, but you can get help with setting up your custom online community.  PeopleAggregator is an inbetween, it can be free or cost $.  There are two spin-offs of vibEngine that license vibEngine to have their own social networking framework: Minti (a social network for parents) and Refurber (a social network for DIY people, even though using this service is not very DIY)

vibecapital_logo

What’s in common among all of these services?  They all have a bunch of cool ways to build your network: ‘web 2.0’ features such as blogs, photo sharing, video sharing, RSS, tags, personal messaging, email, friends lists, discssions, privacy options, etc.

There is no real difference in the technology available wehn comparing the three, so I’ll have to try each of them out to make my final decision.

-Okay wait!  I’ve just browsed a little more and I’ve come to the conclusion that vibEngine is really really stupid!  They have a bunch of crappy ads, so what’s the point of paying?? You can get the same amount of innovation with Ning for free.  I think I like PeopleAggregator the best though because they do not have any ads!

 

Alice!! November 21, 2008

Filed under: dm6060 — youloveradha @ 10:17 pm

The other day I went to my younger sister’s place of business, Argyle Middle School in Silver Spring Maryland. She is a dedicated and dynamic Social Studies teacher. I went there to teach her afterschool vegetarian club some yoga postures. I had a lot of fun with those babies. I forgot how little those middle school kids really are. Anyway, she introduced me to some of her wonderful co-workers after the kids went home. The teachers were all very proud of their school. It is a magnet school for technology.

I met one of their programming teachers. He instructs the kids in a few simple languages like Visual Basic. When I told him about my final project proposal for DM6060, he kind of laughed at me. He told me that the average person looks at only 4 web sites a day. He said that those people only visit those sites because they have something that is timely/current, relevant to them, easy to access, that they cannot get elsewhere in an easier manner.

He then explained to me that an online class space supplementing a traditional class model usually doesn’t turn into any extra learning or an enriching experience for the students because:

a) the students strive to only meet minimum requirements (like one online post or assignment) and then do not contribute anymore,

b) the teacher makes too much additional work for themselves to grade/comment in the online format, and

c) internet technology is not advanced enough yet to facilitate real-time interaction, therefore a student will need an answer to a question 4 days ago, and once the answer is finally given, the student will not even absorb it or respond to it.

Quite a pessamistic and non-encouraging response to my wonderful project idea, right? He also told me that my site would cost approximately $100 to $200 dollars to host, let alone the complications involved with building it myself. Then he brought me to his classroom, where he showed me all the wonderful things his kids do. They are currently working with the graphic design teacher to make self-portraits in flash. They will take the character they build in flash and use it in this AWESOME program: ALICE.

This is something I should have found for my presentation on Monday with you guys. Alice is a software developed for kids, to allow them to create digital games, interactive narrative, and movies. It is easier to use than Storytron. Go to www.alice.org to check it out:

alice1

This teacher (I wish I could remember his name) showed me the video games his kids built with this program. It involves planning the game and parameters, making formulas to figure out right and wrong answers (in order to move past a certain stage in the game), and constructing characters. I was so excited. I am tempted to change my proposal to include something with interactive narrative building.

Since my job involves some techie work, I am exposed to some serious tech innovators. I decided to ask the programmers I work with how much web space I will need for my final project. This will determine how much money I fork over to my hosting company. I also asked them what the easiest way is to build the blog accounts on my site. I am waiting for a response, and after I receive it, I may need to rewrite my proposal! Are we allowed to do that?

 

The Effects of Official Legalese on My Browsing Experience November 20, 2008

Filed under: dm6060 — youloveradha @ 10:24 pm

The article by the World Intellectual Property Organization on The Impact of the Internet on Intellectual Property Law makes me really happy I made the right decision to never consider a career in law.  I find decoding these detailed rules very tedius.  Some of the stipulations outlined in it are obvious societal rules that have been ingrained in our minds since we were small, but some codes of proper behavior seem to live in a gray debatable area. 

So I learned from this article that everything, and I mean everything, is protected by copyright and related rights.  This means literature, art, computer programs, databases, audiovisual stuff.   The related rights actually cover the people who present these works to the public, like actors, performing artists of all types, dancers, producers, and broadcasting companies.  

Since this process of digitizing all these materials into binary form (so that they can be accessed on the internet) allows them to be copied and stored in various places across the world, these items can be more quickly and easily shared.  According to this article, the internet is like a large “copy machine” that allows copyrighted material to be quickly shared without reducing their quality.  This article makes the claim that legal rules need to be applied properly to make sure that copyright laws are not violated through the Internet. The results of unregulated copying and distributing will be “the disruption of traditional markets for the sale of copies of programs, art, books and movies.”

But do I care?  Will this effect the economy negatively?  Who gets hurt by this?  In the long run I feel that if  the music industry, for example, stays seriously “exploited” by file-sharing and ease of copying/file duplicating hardware, the artists may make a few million less than before.  Perhaps record companies and their executives may suffer.  So lets say that the entire big business of recording and distributing popular music on a large international scale collapses.  What will probably emerge is the return to artists making music for the sake of the art form rather than money.  Producers of music will look less for money-making performers and more for talent.  No more Britneys?  That would be wonderful.  Artists will still make money, because the experience of a live performance can never be replaced by any type of file, so there’s always that avenue for revenue.  

Whether it is right or wrong to “steal” from these companies is not the important point to me.  I see the old way of selling and distributing “music” as outdated.  It is time for a more community-centered way of deciding what gets airplay on the radio and what gets marketed to our youth.  I hope they go DOWN DOWN DOWN!  And they just might, because apparently:

“These challenges face the copyright industry at a time when the share of copyright in national economies is reaching unprecedented levels.  The economic value of the copyright industry in the United States alone is estimated at US$91.2 billion (motion pictures, music and television), according to International Intellectual Property Alliance (IIPA).   The share of copyright industries currently represents 5.24% of the U.S. gross domestic product, growing more than twice as fast as the rest of the economy, a growth largely attributed to America’s strong copyright laws and effective enforcement mechanisms.  Similarly, a study of the copyright industries in the MERCOSUR countries reveals that the share of copyright-protected activities in the value added of Uruguay was 6% in 1997, and of Brazil was 6.7% in 1998, accounting in the latter for 1.3 million jobs.”

I have a feeling that these numbers are exaggerated though, because the copyright industry in the United States and around the world encompasses copyright-protected activities like scientific inventions and mechanical innovations and new inventions (like a great new toilet bowl brush).  The percentages for just the entertainment industries are probably a lot less significant.  Stop trying to make people care! 

The article further claims that protecting these files from being shared will let allow the creative incentive remain intact and give us the, “appropriate balance for the public interest, particularly education, research and access to information;  and thereby ultimately benefiting society, by promoting the development of culture, science, and the economy.”  I don’t agree.  I think that the motion picture, music and television recording industries are becoming dinosaurs, and you cannot stop society’s new ways of distribution, so the industries need to evolve in order to survive.  I am convinced that there are other ways that these antiquated industries can make money with out stamping out our rights to communicate, participate, and share. I do agree with the Bessen and Maskin article on Intellectual Property on the Internet. They explain that innovation in today’s world involves evolving previous iterations of things like software, and that innovation thrives in an interactive and dynamic environment that encourages sharing.  They explain that people are more likely to innovate on top of previous iterations of something rather than start fresh and reinvent the wheel, because that can be very costly.  Thus in order to encourage innovation and creativity for society’s benefit, sharing these copyrighted materials only makes sense.  The same innovation arguement can be made for other types of creative products like art, music, and movies.  I would also make the arguement that innovation, once given to the world, does not belong to any one person, and that it fundamentally belongs to all of us.  

There have been a number of new “treaties” that have come into effect because the World Intellectual Property Organization: the WIPO Copyright Treaty (WCT) and the WIPO Performances and Phonograms Treaty (WPPT) – sometimes called the “internet treaties”.  They both came into effect in 2002. 

The DMCA was adopted to deal with the aspect of files that are saved as temporary copies in computers’ random access memory (RAM). The WIPO questions whether these copies also require the “consent of the rightsholder.” The DCMA enacted in the USA and has carried over in to the European Union.

The WCT and the WPPT stipulate that it is unlawful to modify a copyrighted work because it distorts/mutilates/modifies what the orginal content posesses and therefore, “would be prejudicial to his [the performer’s] reputation.” So now these internet laws have banned me from purchasing an audio work, then using my personal software to modify it?  I think that would not even allow Saturaday Night Live to perform parodies of popular songs, right?

I fear that these laws will as Bessen and Maskin explained, interfere with some very basic processies and every day internet activities that we should be able to enjoy.

While companies are using technology to protect their copyrights, the E.U. Copyright Directive, and the United States Digital Millennium Copyright Act (DMCA), require protection for digital rights management systems that protect copyright in digital form.  Meaning, the US Government can, and has been, making efforts to stop the sale of any hardware or software that can break these copyright protection efforts.  Even if this technology is amazingly helpful in other ways, the DMCA can prevent it’s sale to us.  The DMCA also supports efforst like anti-copy devices, access control, electronic envelopes, proprietary viewer software, encryption, passwords, watermarking, fingerprinting (user authentication), metering and monitoring of usage (unconstitutional?), and remuneration systems. If you attempt to bypass or outsmart any of these copyright protection measures, then you are subject to criminal liability. You are also subject to liability if you facilitate the violation of copyright through file-sharing or P2P networking.

The article cites the case of Universal City Studios, Inc. v. Reimerdes, which was brought forth under the DMCA.  The defendant posted a technology called DeCSS which would allow users to play certain copyright protected DVDs on Linux.  Under the DMCA,  the US even attempted to sue a software maker in Russia because the company created something that allowed users to access an Adobe electronic book software.  Even though it wasn’t illegal in Russia,  the US decided it had the right to stop an individual’s right to create in another country.  I don’t know what happened with this case, but am curious to find out. Does anyone know what the outcome of this case is?

These internet laws also protect the companies that broadcast copyrighted material.  Apparently, these companies own the rights to broadcast and show these files/performances, etc. so they cannot be rebroadcasted by another.

I can only imagine the number of lawyers working to keep Google out of a lot of trouble. 

Right now lawmakers are attempting to place restrictgions on digital video recorders (like Tivo), video-on-demand (VOD), two-way programming, that enables viewers to interact with other viewers.  There are also rules with “deep-linking” online content.  This could perhaps be the most absurd of the internet rules, as the Internet is simply links. I think the frame of thought is that “Deep-linking” connects a user directly to secondary material on another site, without giving proper citation to that site, and also using it’s bandwidth by referencing its info without having to host it directly.  Deep-linking may be a form of plaguerism.  This probably also violates the database protection part of the internet rules. 

Do you guys feel that some of these restrictions are a violation of our rights to create and use technology? Do you fear like me that these internet rules can be abused by the government and corporations?

 

Interactive Narrative – What it Can do For Your Classroom November 17, 2008

Filed under: dm6060 — youloveradha @ 8:30 pm

What is Interactive Narrative?

The first thing that pops into my mind when hearing the term, is that “choose your own adventure” type of book from my elementary days.  This is the type of book where the reader makes a choice about what happens next and then decides the course of the story.  Here is a graphical representation of what happens page by page depending on reader choice:

Sean Ragan's directed graph of The Mystery of Chimney Rock

Sean Ragan's (www.seanmichealragan.com) directed graph of his favorite CYOA book: The Mystery of Chimney Rock

Here is the basic format of a CYOA book that I found on Wikipedia:

After an introduction to the story, the reader is asked to determine the protagonist’s next course of action. For instance, the first decision offered in The Cave of Time is:

If you decide to start back home, turn to page 4.
If you decide to wait, turn to page 5.

After the reader makes a choice, the plot branches out and unfolds, leading to more decisions and eventually multiple possible endings.

The types of endings that the books featured include:

  • At least one, but often several, endings depicting a highly desired resolution, often involving uncovering a handsome monetary reward.
  • Endings that result in the death of the protagonist, companions of the main character or both, or other very negative ending (e.g., an arrest), because of a fatal choice of the reader.
  • Other endings that may be either satisfactory (but not the most desired ending) or unsatisfactory (but not totally bad).
  • Occasionally a particular set of choices will throw the reader into a loop where they repeatedly reach the same page (often with a reference to the situation being familiar). At this point the reader’s only option is to restart the adventure.
  • One book, Inside UFO 54-40, revolved around the search for a paradise that no one can actively reach; one of the pages in the book describes the player finding the paradise and living happily ever after, although none of the choices in the book led to that page. The ending could only be found by disregarding the rules and going through the book at random. Upon finding the ending, the reader is congratulated for realizing how to find paradise.

As the series progressed, the length of the plot threads increased, therefore, the number of endings decreased. The earliest books in the series often contained nearly 40 possible endings, while later entries contained as few as eight. Also, some of the books did play around with historical fiction from a second-person perspective, such as Spy for George Washington, or of issues of political importance at the time of publishing, such as Fight for Freedom, in which the reader assumes the role of an American student who visits apartheid South Africa, which was included with a special note from the publishers that it was their hope this book would enlighten the reader about the injustices of apartheid and offer hope for a new South Africa.

Is this the rot of Interactive Narrative?

At this point I could not be sure, so I did some further research.

I had trouble finding an actual definition for Interactive Narrative.  The term was not present on Wikipedia or any online dictionary.  In fact, Computer Science students like Jeff Ward, dedicate their entire thesis to defining this elusive term.  I decided to define the terms separately before assuming what the collective word meant:

Cited from dictionary.com (unabridged) –

interactive (adjective)

1. acting one upon or with the other.
2. of or pertaining to a two-way system of electronic communications, as by means of television or computer: interactive communications between families using two-way cable television.
3. (of a computer program or system) interacting with a human user, often in a conversational way, to obtain data or commands and to give immediate results or updated information: For many years airline reservations have been handled by interactive computer systems

narrative (noun)

1. a story or account of events, experiences, or the like, whether true or fictitious.
2. a book, literary work, etc., containing such a story.
3. the art, technique, or process of narrating: Somerset Maugham was a master of narrative.

I get the noun part of the term interactive narrative, but the adjective part of the term makes it sound like it always has to involve a computer or electronic system, similar to a computer game.  To make things more confusing, when I called Moana’s friend, Allan Rathbone, who does interactive narrative exercises with elementary age kids, I found out that it has a somewhat different definition to him:

Allan does a kind of interactive story telling game with ADHD and ADD diagnosed children between the ages of 6 and 10. He plans out an adventure, with various end results based on the children’s choices. It involves a lot of planning, with different outcomes, choices, and characters.  It is an entirely auditory exercise that involves not a single picture.  In fact, the children sit in a circle to ensure that the entire game is done completely through their imaginations.  The impact has been very positive and varied on the children involved, as most are able to stay on task and involved throughout the whole game.

Mithral Quest, brain child of Allan Rathbone.

Mithral Quest, brain child of Allan Rathbone.

The goals of his program involving the interactive storytelling in “Mithral Quest” is for all players to leave the game with an increased appreciation of themselves and others, a feeling of mastery and achievement, and an enhanced sense of positive social purpose. Check out his website to find more information: http://www.mithralquest.blogspot.com/.

It turns out that Mithral Quest is an originally crafted version of the standby “Dungeons and Dragons” or “D&D.” D&D is a fantasy role-playing game that was developed in 1974, and according to Wikipedia, is regarded as the beginning of modern role-playing games, and by extension, the entire interactive role-playing game industryBut since the first CYOA story was developed in 1969 by Edward Packard, it seems that it is the first widely-known version of the interactive narrative.

It seems that the first digital interlude of interactive narrative became the video game. Could games like Super Mario Brothers or even those Atari cartridges have been the first to allow you to make a choice of action (run, jump, grab), and alternatively, decide the sequence that follows? – This is my conclusion, because based on the above explanations of what interactive narrative is, I am assuming that video games count.

But  if I make the conclusion that interactive narrative always involves the user making the choice as to where the story goes next, I fear I may be incorrect. I found the website: http://www.interactivenarratives.org/.

It contains stories in which the user navigates through by making choices as to what to view and hear.  It involves narratives that require the “pull” of information by the user, rather than traditional hard copy or paper narratives which “pushes” information to the reader.  So does interactive narrative mean a story that requires some type of “pull” from the user? I don’t knooow yet, but check out this interactive narrative about the flooding in Iowa that took place this past Fall:

Year of the River

Year of the River

I recently played around with this interactive game that was circulated around my office:

teva_bottom

It certainly is interactive, and but does not necessarily tell a story or narrative. It teaches the user something about biologics (which could be considered a story, since the facts are obviously biased toward the pharmaceuticals company responsible for making this game).  This is an example of a game which is interactive but not an interactive narrative, so to conclude that all video games are interactive narratives is incorrect.

How has Interactive Narrative become so popular, AND what is its “official” definition?

According to Zach Tomaszewski, a student in University of Hawaii’s Department of Communications and Information Science PhD program, interactive narrative is defined as,

“a narrative in which the audience can affect a significant change on the narrative” and has become very popular today because the advent of computers. “It has created a greater desire to change, not only the medium through which we share narratives, but their very nature. “We want to make narratives interactive. We want to blur the line between game and narrative, creating stories that change based on their readers’ choices.” Tomaszewski says that audiences can already affect traditional narratives in small ways. “Their responses affect actors performing a drama on stage. They can choose how fast they read a book or when they put it down. They choose which movies they go to see at the cinema. But we usually intend a higher degree of interactivity than this when discussing interactive narrative.”

So this explanation is pretty plain and simple:

Tomaszewski also says that a common assumption behind interactive narrative is that the audience will be able to direct the plot as it unfolds, but narratives can be made interactive to a smaller degree. “This can be as minor as the audience selecting the initial parameters, such as the setting or genre of the story. They may justify character actions, or choose different points-of-view from which to view the action.”

How has IN become important to educators and art teachers in particular?

Research on the subject of digital interactive narrative and its effect on students’ learning has been a hot topic among researchers in universities around the world.

Tomaszewski explains that the graphical or real-world simulations involved in immersing the learner into an interactive narrative are through three avenues:

1. Spatial: the reader develops a sense of place, a sense of being on the scene of the narrated events

2. Temporal: the experience of a reader caught up in the narrative suspense, the burning desire to know what happens next

3. Emotional: the phenomenon of developing a personal attachment to the characters, of participating in their human experience

It seems that teaching socialization skills in school systems can be supported by a system that helps produce role-play and narrative as one, as these types of skills require empathy. A system that would build this empathy between a child user and a character can form positive attitudes and feelings.  This can be used to prevent problems like bullying.

John Hedberg and Barry Harper of the University of Wollongong say that if we view learning as experience based, we can conclude that:

  • experience is the foundation of and stimulus for learning
  • the effects of prior experience influences all learning
  • learners actively construct their own experience
  • learning is socially and culturally constructed
  • learning occurs in a socio-emotional context

Hedberg and Harper explain that the interactions allowed by the narratives of the games used in game-based learning influences the major processes we employ to experience and understand the world, which are inseparable from the data and interpretation. “Thus by enabling learners to be co-constructors of narratives, narrative-centered learning environments can promote the deep, connection-building, meaning-making activities that define constructivist learning.”

I think that because digital interactive narrative in the classroom is a fairly new experience, so it is not yet popularly used by most teachers, but it definitely has strong evidence supporting it’s effectiveness in the learning environment.

What makes good interactive narrative for art teachers?

It’s Structure is important!

Creating or using an effective interactive narrative is important.  Here are some general guidelines:

Interactive narrative is not just an account or story, not just a series of random A to B clicks.  It should have meaning and be comprised of:

  • Self directed pursuit
  • Reading, clicking and following the links
  • Appeal to the audience, fulfill what the audience expects it to do
  • Challenging conventions
  • Include restraints/limits (so to keep the user on track with what must happen)

Three interactive plots:

Mark Stephens Meadows, author of the book Pause and Effect: The Art of Interactive Narrative, has a background in image composition and animation, as well as graphic, interface, character, environment and information design. He explores narrative elements in images, comics, animation, software, and interactive computer games. Meadows identifies three common plot structures common in today’s interactive narratives.

Tomaszewski summarizes them well:

They range from the “impositional”, in which the user uncovers a single plotline, to “expressive” structures, in which users are free to generate their own plots in an open, simulated environment.

nodal1“A nodal plot structure gives an author the most narrative control. It can have a proper, pre-constructed plot structure. The difference from traditional narrative is that there are decision points where the user needs to complete some task in order to advance the story. Frequently, these are “do-or-die” decision points.” If the user fails, her character dies, and since this plot structure is typical in video games, she reloads a saved game and tries the task again.  I think this plot structure would work well if the author is attempting to teach someone a process or a set of facts.modulated1“A modulated plot structure has multiple plotlines. Decisions the user makes at certain points will result in a different sequence of events. However, though there may be multiple possible endings, all the possible storylines are known by the game author. By playing multiple times, the user can eventually experience all the different plot lines.” This seems like this is the plot structure used by the CYOA books.

open “An open plot structure has no discernable story arc. It provides a world for users to explore, and they must provide their own justification for their actions and create their own narrative in this way.”  This seems to be the plot structure for D&D types of imaginative narratives.

Tomaszewski seems to think that the second plot structure, the modulated structure, is best:

  • A nodal plot structure has a strong narrative, but the interaction does not change the story–it’s all narrative.
  • An open structure leaves the narrative creation entirely up the user–it’s all interaction.
  • The modulated structure is little better. Because all the plots already exist, it is like a collection of overlapping nodal structures glued together at the starting point. There are still a limited number of pre-existing possible narratives.

Types of Narrative:

Embedded narrative

‣Pre-generated narrative content that exists prior to a player’s interaction with the game

‣Cut scenes, back story

‣Are often used to provide the fictional background for the activity, motivation for actions in the activity, and development of story arc

Emergent narrative

‣Arises from the player’s interaction with the narrative world, designed levels, rule structure

Moment-by-moment play in the game creates this emergent narrative

‣Varies from play session to play session, depending on user’s actions

Game design involves employing and balancing the use of these two elements

   

IN examples and ideas that you may not have considered:

Simple examples of interactivity, mostly traditional narrative – most pair text with flash pieces:

httphttp://www.dreamingmethods.com/waste/ – some of this is kind of gross.

httphttp://www.julia1926.net/ – very simple
http

http://www.twentyvoices.com/ – historical
http

http://www.brendakenneally.com/theblock/ – kind of depressing, but very powerful.
http

http://www.haikuforge.com/ – haunting and beautiful

httphttp://www.conclaveobscurum.ru/ – very cool

http://www.bornmagazine.org/ – a collaboration of art and literature.

(techniques used to evoke mood are interface, navigation, literature & cinematic elements)

Comic book interactivity:

meanwhile

Meanwhile is a really interesting interactive comic by shigabooks. Meanwhile works by reading along a line of interconnecting tubes, allowing you to make key decisions in the story as you go along. It’s a little confusing to read at first but the relative complexity of the narrative is fairly impressive; it’s an innovative use of interaction in a comic-book format.

fleep

The story of a guy mysteriously trapped in a phonebooth encased in concrete. It’s a linear story, but considering all the action takes place in a phonebooth and because of the amount of random math invoked by the character, it’s supposedly a riveting read.

Interactivity done mostly in html:

Another interactive combo of literature and art.

Another interactive combo of literature and art.

 

Part interactive game, part artist portfolio:

Can be viewed offline or on.

Can be viewed offline or on.

 

Using interaction and hinting at a narrative

Robot Art and Culture

This work hints at a narrative by forcing the users to define themselves, this is one way of defining interaction.

Using musical experimentation as interactivity

Combining art and music

Combining art and music.

This work allows a user to compose and create art at the same time.

Don’t forget about Facade, the interactive fighting couple that Selila showed us last week. It is the only example that truly moves beyond the three plot structures outlined above.

Some things you probably already know about:

Grand Theft Auto is now in its third version on the PC and PS2. Aside from the controversy that it has generated over the unusual level of violence, it has always had an extraordinarily developed narrative structure.

The Last Express is a video game created by Jordan Mechner and Smoking Car Productions, published in 1997. It is an adventure game that takes place on the Orient Express, days before the start of World War I. It is noted as being one of the few video games that attempts to realistically simulate real-time, and also as one of the largest commercial failures in the history of video games (with a reported six million dollars in development costs) despite many rave reviews and an impressive pre-release response.

Evening. A piece of hypertext fiction that manages to somewhat transcend linear fiction with its writing style.  This is something we can do with our students.  The user can jump perspective (to the cat for instance) and so this story could be called poly-linear.

Requiem for a Dream. An engaging interactive experience built in a linear sequences with interactive toys.

Habbo Hotel. A multi-user chat environment, that provides a place for role-play.


Interactive Narrative doesn’t have to include video or sound:

I found an old class page from MIT that has student projects using interactive narrative.  I liked this one best – I believe it to be in nodal plot structure because the user must continue to make decisions and is taken back to play until the correct decisions are made and the one correct outcome is achieved.  In this case, the correct outcome is matching all of the faces in this game of memory/teenage drama:

smalltown

Interactive Narrative can teach a child coping skills:

HopeLab: Re-Mission

Pam Omidyar, a cancer researcher, had the idea to create a video game for young people with cancer.  She thought it might play a positive role in helping them fight their disease. Re-Mission is a video game designed especially for kids with cancer that may give them a feeling of power over their disease as they blast away at the cancer cells in the game. The game is being distributed free of charge so that research can be conducted to test the game and see if it really helps the kids.

 

 

The game features Roxxi, the intrepid nanobot, who is a challenging, 3D “shooter” with 20 levels that takes the player on a journey through the body of young patients with different kinds of cancer.  The game is designed to be cool and fun, while helping players to increase their personal knowledge about cancer and improve their confidence in their ability to manage their cancer.

 

 

Re-Mission, with Roxxi

Re-Mission, with Roxxi

 

 

Politically charged Interactive Narrative:

Darfur is Dying:

Released in April 2006, the game was designed by a USC student and won mtvU’s “Darfur Digital Activist Contest” competition, and has since been played more than 2.4 million times, making it one of the more popular games on the Web. The player is assigned to guide a member of a Darfuri family on a fetch for water while evading Janjaweed soldiers, then managing a small refugee camp with what is collected.

darfur_is_dying_title_screen

CNN: Campaign Rush

Apparently there can badly made interactive narrative tools: Campaign Rush puts you in the role of either a Republican or Democratic volunteer campaign worker who must get a set amount of information out to calling and e-mailing constituents within a certain time period. John Richardson, a Berkley Beacon columnist, says It has potential, but fails to inform users about any national issues and lacks a “hook” to make it fun or addicting. This title represents interactive games at their worst; it neither inspires nor entertains, and is a great example of games not meeting their prospects for enrichment.

Campaign Rush

Campaign Rush

Kids helping others:

Hurricane Katrina: Tempest in Crescent City

Developed as part of Global Kids’ Playing 4 Keeps Program, which uses and teaches kids how to build games as a way to promote learning, citizenship and social awareness, this Web game has players helping and rescuing neighbors during the Katrina crisis. It does a decent job in both the gameplay and message department, has a great comic-book look and tries to give the player some motivation through a storyline.

Tempest in Crescent City

Tempest in Crescent City


The value of IN in the classroom setting:

Tyler Reed, from http://onourmindsatscholastic.blogspot.com, cites from the 2008 Kids & Family Reading Report that almost two-thirds of all teenage readers go online to “extend” their reading experience – reading about the author, posting on message boards and playing online games. She champions Rick Riordan, author of the first installment in the new “The 39 Clues” series, because he thinks that interactive games and books can not only live harmoniously, but complement each other. The 39 Clues combines books, online games and collectible cards to a create multi-platform narrative experience.  Riordan says that for kids, “The story does not end for them when they close the book. A story for them is not just on paper; it continues online where they can find out more and talk to other readers.” He says that children “are looking to be dropped into an intriguing story and to become a character in the story.” “You want to become part of the narrative,” he said.

39 Clues

39 Clues

Overview on which tools and software you would utilize to make your own IN:

Most of the examples shown on my blog were made using Flash.  There are a few that involve downloading a free graphics simulation package, then using either:

  • a programming language like C++, PERL, or JavaScipt to create a Graphical User Interface, which accepts and acts on the commands entered by your users.
  • a free/open source or commercial narrative authoring tool, which creates a database of  user input commands (like words, arrows left/right, space bar) and the subsequent actions they map to.  Most will do the programming for you.

These are both time-intensive options and not really necessary for the art educator unless he/she enjoys building techie stuff like this.  Regardless though, if you are interested, here is a list of these narrative authoring tools.  (I personally enjoy Storytron):

DINAH Dynamic, Interactive, Narrative Authoring Heuristic

EdSim 8051 Simulator for Teachers and Students

Erasmatron

Storytron

Emapps.com (a company in europe that specializes in game creation for school age children)

Emapps also provide a few docs if you actually want to plan and make your own interactive game:

framework_for_game_design

interactive_narrative_worksheet

producing_the_narrative

Who is using this technology in the field?
Right now the interactive digital technology that we think of when we are playing video games at home is not readily available to most K to 12 educators in the US.  In fact most scholarly material on the subject is found in universities outside the USA.  Until these tools become easier for the average non-techie to use though, there are still ways to incorporate it into our classrooms.  We can share various IN materials already made for us, or use existing tools to demonstrate the same interactive narration principals.

Some examples of IN that we can incorporate into the art classroom were shown by Kate last week and Annie the week before, but here are a few more ideas of IN tools and things being used currently by art educators:

http://cybermuse.gallery.ca/cybermuse/youth/

http://cybermuse.gallery.ca/cybermuse/kids/stories/index_e.jsp

http://cybermuse.gallery.ca/cybermuse/kids/mystery/index_e.jsp

As far as my own personal ideas, I would like to integrate art and social learning using an interactive narrative. I would like to create something that will teach younger kids to get help with bullies.

I would create possible interactive options that a user could choose based on the scenario.  I will include some humor and a follow up art lesson. I could use the worksheets above to help me plan, although they may be a little too involved for my size project.  I could then use flash to create a narrative game similar to the pharmaceuticals game you saw above.  What types of ideas do you have and what ways will you improvise to overcome the technical barriers?

 

Project Xanadu November 15, 2008

Filed under: dm6060 — youloveradha @ 10:06 am

After reading the article, The Internet and the World Wide Web, I became interested in the precursors to the World Wide Web, like Project Xanadu. The article states that Project Xanadu proponents claim that the Web is a “diabolical dumbdown of [their] original hypertext idea.”  It also describes the concept of non-sequential writing.  Ted Nelson believed that since thinking is not linear, writing should not be either. Nelson wanted to facilitate associative non-sequential logic between words and images through the computer with Project Xanadu.  The idea of linked data was described with words like hypertext and hypermedia, words that Nelson coined himself.  Nelson claims that Project Xanadu allows for linking back and forth, for parallel documents, contrasting to the Web, which usually links pages one way.

When this article was written in 2001, Project Xanadu was mostly unrealized.  I wanted to see if they have come any further since it is almost 2009.  I found the site http://www.xanadu.net/.  At first glance, it seems to be a poorly made and unattractive site made by a non techy person.  After reading through their seemingly flimsy site, I found some interesting dialogue.  They explain the project and their way of thinking this way:

This work derives from a simple question we asked long ago: “How can computer documents– shown interactively on screens, stored on disk, transmitted electronically– improve on paper?”  Our answer was: “Keep every quotation connected to its original source.”  We are still fighting for this idea, and the great powers it will give authors and readers.  (Others would later ask a very different question: “How can computers SIMULATE paper?”– the wrong question, we believe, whose mistaken pursuit has brought us to the present grim document world.)

I’m not sure if these guys are a bunch of weirdos, or if they really know what they are talking about.  Are these Scientologists?  They ask you to download XanaduSpace(TM) 1.0 now. Luckily for me it only has a Windows version, so I didn’t have to put myself through that. They did explain what their application does though. By terming it a spatial viewer, XanduSpace can view hypertext in 3D based on the open transliterary standard.  This standard allows for users to annotate, publish side-by-side commentaries, legally quote at length, and easily see the original contexts of quotes.

The site has a lot of over my head technical jargon that doesn’t benefit anyone to repeat in this blog (because I don’t understand it anyway), but it did contain some useful pictures that diagram its principals.

They say that XanaduSpace will, “allow any two documents or versions to be compared side-by-side, showing their links and/or transclusions (if any),” and that this will “allow anything to be annotated side-by-side by anyone, attaching comments to any document and publishing them.”

tlitpic-flyingcomment

Supposedly the system keeps quotations connected, each to its original context, viewable side by side; facilitating the legal re-use of content (or the method and permission for doing it).  I found this idea interesting since we just finished reading an article by  Bessen and Maskin that advocates a new model for intellectual property on the internet.

This system would allow for “profuse and varied links of many types by different authors, overlapping freely.”

tlit-thousandsofcomments

This contasts with the Bessen and Maskin claim that sequential innovation is what drives invention on the internet (I think). What do you guys think?  Am I confusing the two concepts?  (Somebody comment on this blog!!!!)

The application will allow for, “shared workgroup writing-spaces where different contributions are recognizable.”

tlitpic-collaborativedocument

Am I wrong in saying that this seems just like a wiki?  Even on a wiki you can document who contributed where on the page & when.

The above drawing demonstrates how allowing alternative views of the same document will bring easy management of many simultaneous versions, “giving the user a choice of views and interfaces and much more.” I suppose this is more than what a wiki can offer, but my instinct tells me that this already exists in some other form of Web 2.0 technology.

Maybe the difference between a wiki and the Xanadu system is that Instead of a “corkboard” which loses all identity of its contents, there is something called pullacross editing.  In Xanadu, the user pulls a portion from some source and carries it visibly to its new context.

tlit-pullacrossediting

You can see where each portion came from at any time.

tlit-pullacrossed-beamscolor

There are a few other features of this application explained on their site that I did not care to examine, as its diagrams and explanations got really complicated.  Apparently Xanadu can do amazing things when implemented fully.

Do you guys think that this technology is outdated or already being implemented in another way?  Do you feel that Xanadu has something to offer in the way of document management?

I came away from this small research project thinking that the main difference between the World Wide Web and the XanaduSpace system, is that the WWW links pages, while Xanadu links text, in a parallel form, which is more easily manipulated and shared.

 

More Grammatical Errors to Stay Aware of When Blogging November 11, 2008

Filed under: dm6060 — youloveradha @ 9:34 pm

A coworker sent me another article grammer related article (coincidence?) by Brian Clark.  It outlines another 7 important language rules to keep in mind, even when writing in the conversational blogging style that was mentioned during our last class.  Brian writes that violations of these rules can damage our credibility as bloggers and cause audiences to disregard the meaning behind our mis-written words. 

As mentioned during class, our posts are meant to be more chatty than formal, so conventional spelling and grammer rules may not always apply to the writings for our class. Often times, improper use of sentence structure and vocabulary can make our posts more appealing and interesting to the reader. 

Brian writes,”I also believe you have to know the rules in order to break them. Plus, there are some errors that you’ll never convince anyone that you did intentionally in the name of style (outside of a joke), and even then some people will still assume you’re dumb.”  He outlines seven errors that make our posts dumb:

1. Loose vs. Lose

If Pamela Anderson’s bra is too loose when she runs, she may lose an eye. Don’t confuse these two or you’ll lose your readers!

2. Me, Myself, and I

Brian says not to be afraid of the word me, and that people tend to use I because they think it is more formal-sounding.  If you take the other person out of the sentence, and use the word that fits, you can be sure you have chosen the correct one:  “Selila, I order you give I an A+ in this class” is silly, so “Selila, I order you to give Chelsea and I an A+ in this class” is also incorrect.

Grammar Girl, from the site http://grammar.quickanddirtytips.com explains that the only situations that call for the use of myself are those that call for a reflexive pronoun:

“…just think about looking into a mirror and seeing your reflection. You’d say, ‘I see myself in the mirror.’ You see your reflection, and myself is a reflexive pronoun.”

Good explanation, don’t you think?  

“Other reflexive pronouns include himself, herself, yourself, itself, andthemselves. A reflexive pronoun is always the object of a sentence; it can never be the subject.” Grammar Girl says that “a subject is the one doing something in a sentence, and the object is the one having something done to it.”

So, if I fail this class, I am the subject and this class is the object. I would never say, “myself failed this class,” so I certainly cannot say, “Chelsea and myself failed this class.” (BECAUSE GOD, THAT WOULD NEVER HAPPEN ANYWAY!!!!!!!)

“Another case where it is correct to use myself is when you are both the subject and the object of a sentence. For example, “I see myself playing marimbas,” or, “I’m going to treat myself to a mud bath.” In both of these cases you are the object of your own action, so myself is the right word to use.”

SOOO, I see myself giving a knock-out presentation on Interactive Narrative next Monday!

“Reflexive pronouns can also be used to add emphasis to a sentence. (In case you care, they are then called intensive pronouns.) For example, if you had witnessed a murder, you could say, “I myself saw the madman’s handiwork.” Sure, it’s a tad dramatic, but it’s grammatically correct. If you want to emphasize how proud you are of your new artwork, you could say, “I painted it myself.” Again, myself just adds emphasis. The meaning of the sentence doesn’t change if you take out the word myself; it just has a different feeling because now it lacks the added emphasis.”

Okay, and finally:  I myself saw Selila entering a failing grade for Chelsea whilst sporting an evil grin!

3. Different than vs. Different from

This rule is pretty subtle.  Brain states, “It boils down to the fact that things are logically different from one another, and using the word “than” after different is a grammatical blunder.”

My new job is different from any other I’ve taken,  but I think it is better than the last one.

4. Improper Use of the Apostrophe

Don’t confuse contractions (shortening of words with the apostrophe) with possession (Radha’s Blog).

Brian says that if you are still in doubt, just leave it out.

5. Parallelism

Brian the brain explains that this is important whether assembling a bulleted list, or a list in paragraph form.  Each item in a bulleted list should begin with “the same part of speech,” like a verb: 

  • Exercise.
  • Eat well.
  • Rest more.
  • Pass this class.

Sentences will make more sense when they are written in parallel form.  Observe:

Over Thanksgiving break, my husband bought his mom a flat screen television, expensive Best Buy installation, and argued with me about it.

If you break it into a bulleted list:

Over Thanksgiving break, my husband:

  • Bought his mom a flat screen television
  • Expensive Best Buy installation
  • Argued with me about it

If I place the word “ordered” in front of “expensive Best Buy installation,” my sentence is in parallel form and perhaps makes it easier for my classmates to understand how unreasonable my mother in law is. 

6. i.e. vs. e.g.

I’ve never understood these things so I never use them, but perhaps that will change.

According to Brian:

“The Latin phrase id est means ‘that is,’ so i.e. is a way of saying ‘in other words.’ It’s designed to make something clearer by providing a definition or saying it in a more common way.”

My Crow flies 3 secs max, i.e., has gone downhill in quality, because my yoga practice needs some serious TLC.

“The Latin phrase exempli gratia means ‘for example’, so e.g. is used before giving specific examples that support your assertion.”

My Crow flies 3 secs max because my yoga practice needs some serious TLC, e.g., allowing myself at the least, 10 minutes of yoga before leaving the house in the morning.

7. Could of, Would of, Should of

Brian begs us not to do this:

I should of passed DM6060, and I could of, if my boss would of let me do some homework on the job.

He says this is correct:

I should have passed DM6060, and I could have, if my boss had let me do some homework on the job.

I could’ve written:

I should’ve passed DM6060, and I could’ve, if my boss would’ve let me do some homework on the job.

But Brian states, “This creates something similar to a homophone, i.e., a word that is pronounced the same as another word but differs in meaning, e.g., of, which results in the common grammatical mistake of substituting of for have.”

Oh, that makes perfect sense.  Isn’t Brian smart?

 

Five Helpful Grammar Rules for Blogging That are Easy to Remember! November 10, 2008

Filed under: dm6060 — youloveradha @ 8:56 pm

A friend at work introduced me to this article by Brian Clark.  It outlines 5 helpful grammar rules specific to blogging.  I figured these rules will be useful to me and anyone who wants to use blogging in their classrooms.  It emphasizes the fact that blogging usually has a conversation style, so some rules of grammar naturally don’t apply.  Brian explains though that there are some rules important grammatical rules to follow because they give your blogging more credibility when heeded:

1. Your vs. You’re

“Your” is a possessive pronoun, as in “your cake” or “your pie.” “You’re” is a contraction for “you are,” as in, “You’re ruining dessert by serving your cake instead of your pie.”

2. It’s vs. Its

“It’s” is a contraction of “it is” or “it has.” “Its” is a possessive pronoun, as in “My blogging has lost its mojo because nobody from my class ever posts comments.” Brian Clark suggests this easy rule of thumb “Repeat your sentence out loud using ‘it is’ instead. If that sounds goofy, ‘its’ is likely the correct choice.”

3. There vs. Their

“There” is used many ways, including as a reference to a place (“Don’t even go there”) or as a pronoun (“Unless we elect Obama, there is no hope”). “Their” is a plural possessive pronoun, as in “their expensive Nieman Marcus purchases” or “their crazy opinions on education.” Clark writes to always do the “that’s ours!” test: Are you talking about more than one person and something that they possess? If so, “their” will get you there.

4. Affect vs. Effect

“Affect” is a verb, as in “Your ability to communicate clearly will affect your grade in DM6060.” “Effect” is a noun, as in “The effect of a persons’s low tech skills on a student’s DM6060 grade is well documented.” (just kidding Selila) Clark explains that “by thinking in terms of ‘the effect,’ you can usually sort out which is which, because you can’t stick a ‘the’ in front of a verb. “

5. The Dangling Participle

Clark cites Tom Sant’s book, Persuasive Business Proposals for help with this rule:

After growing furry roots in the cellar for weeks, my mother-in-law brought up some potatoes.

Oh, poor hairy MIL!

 

Proposal: Final Digital Media Project

Filed under: dm6060 — youloveradha @ 8:42 pm

Choice of tool: Web Page/Web Site

Content: Acrylic Painting Online Class and Blog Circle

Audience:  A range of ages, from middle school to high school, to college age and adults. The audience will include those persons who want to part of an online learning community AND want to learn acrylic painting.

 

I am thinking that my audience can include some school age children, but also those younger adults who are in college or adults who are out of school and would like to expand their range of interests.  I want to create an online classroom with the resources I have available.  I am currently taking a beginners level painting class at the Corcoran, and I find that my classroom experience is just enough instruction to form a foundation to get me started on this path to becoming a better painter, and that most of my learning comes from practice outside of the classroom and by asking questions to my teacher, classmates, and other artists. 

 

Some of my paintings (most) are not so good, and I am not particularly inclined to show them off, but I really like the idea of sharing them with a group of other learners for feedback.  I am envisioning for my final project a web site that contains some lessons (in video, photo, and mp3 format) and also has a place for collaboration (such as a blogging or forum area) where members can post photos of their paintings and have questions answered.

 

I am excited to get this project up and running to see if it increases my successes in learning.  I want to see if an online classroom can enhance traditional learning by providing more guidance and attention than my once per week class can give me.  I am also interested in finding out how successful a completely online visual arts classroom model can be.  I’m not sure if it is possible to provide all-around great instruction/criticism/and technique in a stand-alone online format.   

 

I am planning on beginning the web site with 3 posted lessons, 1 beginning, 1 intermediate, and one more advanced.  These three lessons will of course not cover the entire semester’s worth of learning. They will undoubtedly contain holes as they are not meant to recreate an entire semester of traditional classroom learning, but a sampling of selected lessons that will benefit from the additional online learning. Each lesson will include some form of digital instruction, preferably in video format.  Following each lesson, I am hoping “students” will sign on to post comments and share their assignments.  I will begin the discussion by posting my own work and asking for feedback.  I am thinking that my painting teacher may be willing to join the online classroom and answer some questions.

 

I am not an expert web builder, so I may need Selila to let me know if I am being too far fetched with some of these ideas.  I would like to include a way for users to create their artist/student blogs on my site.  This will involve me having to learn how much server space I will need for my site, and how to install/use the WordPress software (does this sound ridiculous?)

 

In order to evaluate whether or not my online classroom has enhanced the participants learning experience, I will need to get this project underway immediately and so that I can get participation from others ASAP.  I am thinking that I can probably get my classmates to participate in the online classroom.  In order to ensure that it is up soon, I may need to only involve one lesson.  What do you guys think?  Is my project way too meaty and overzealous? 

 

I am very enthusiastic about the idea of online learning extending into the visual arts.  I am only aware of one school in California that provides a higher ed degree in the visual arts that is completely online.  A friend of mine enrolled in it, and apparently it was such a bad experience that she dropped out after one semester.  Maybe some subjects just don’t lend themselves well to online learning, but my hope is that this experiment will prove that this newer format can augment traditional classroom instruction for the visual arts.