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  1. 10th anniversary
  2. Claude Steele
  3. Dean, Standford graduate school of education
  4. FMRI research neuroimaging research
  5. psychology research after imaging research
  6. before neuroimaging psychology was powerful science
  7. URestriction was based around the measurement of behavior
  8. ABaed on inferences
  9. Neuro imaging allowed measuring of neuroimaging itself
  10. Related to behavior and cognitive changes
  11. Changes did not apply immediately
  12. Tooktime
  13. But transformed the time
  14. Created a new language and
  15. insight into an age old science
  16. Technology development chan change these fields
  17. Education in particular can benefit from these studies
  18. civil life
  19. social issues
  20. technology can support the shifts in educational fields that can be improved
  21. Business and university communities need to be working together
  22. university recognizes this is critical
  23. MediaX as crucial part of the graduate school
  24. Goal to generate strong ideas
  25. Roy Pea
  26. Faculty director
  27. Sees relationship between grants and donations
  28. Students who come to study
  29. University students can go deeper than companies
  30. Physical Interaction Design
  31. Scott R. Klemner
  32. The influence of research direction and teaching methods
  33. cae from median exposure
  34. Hiroshi
  35. Collaboration with mediax resulted in user interfere with social intelligence
  36. Used for systems healthcare
  37. Name: Nakagima
  38. Creative Commons dude
  39. Virtual Jurisdiction
  40. Questions changed legal rights n digital realm
  41. Lessig
  42. Forbidden problems
  43. Corruption
  44. Opening new opportunities for democracy
  45. Catalyst
  46. Broker
  47. Idea collaboration
  48. Member companies work together to do what they could not do previously.
  49. Larry Leifer
  50. Mission
  51. create breakthrough media innovations
  52. Hypothesis
  53. shortest path to better media is a better design
  54. Value proposition
  55. 7 phd finding in 7 minutes
  56. pivot thinking and the differential sharing of information within new product development
  57. Mark Schar
  58. PhD 2011
  59. Interested in how decisions are made in the corporate world
  60. 2 teams of six students each
  61. All the same problem solving preference
  62. Converger
  63. Diverger
  64. Make design challenge in the group
  65. Choose a shoe: experiement
  66. DIVERGERS vs CONVERGERS
  67. Which group
  68. Divergers work fast in the beginning but
  69. Convergers move slow at first, then quickly and slow at end
  70. Convergers choose the worst but justified their choice after
  71. Key issue in team work is getting people to collaborate
  72. Alexander Lubbe
  73. Tangible business process modeling
  74. How to get people to be tangible
  75. Clince redesign
  76. Bring in expert
  77. Physical modeming
  78. Capturing consensus in big picture
  79. Capture the model into computer that runs the clinic
  80. The company responsible launch their company the next week
  81. A visual representation medium to characterize moment to memo net concept representation is important
  82. Creating a language to code concept generation activity
  83. Interaction-dynamics
  84. A lot being communicated that is not fact and figure
  85. Provided a method to code the exchanges in real time to characterize activity
  86. Improvisation priciples
  87. Learning how to overcome the block
  88. You need to get around the blocks
  89. Focus on animated behavior
  90. Affected interactions is emotion
  91. What is the role of emotions in engineering teamwork
  92. Can we adapt methods that were developed to predict forced divorce
  93. Couples at work
  94. is similar to engineering
  95. Performance of a team can be predicted based on a short time period
  96. The study state that the lab and field study have similar dynamics
  97. The teams had 99% similarity
  98. the performance can be tracked
  99. The coding can be done in real time
  100. The research created a new coding
  101. The power of hedonic balane
  102. Wow team
  103. thank you team
  104. Greg Kress
  105. intrinsic member difference as predictive media fro long term team performance
  106. What 17 different factors contribute to team performance
  107. Everything contributes
  108. But nothing contributes predictively
  109. Except 1 thing
  110. Possession of a extraverted feeling person is valuable
  111. They are open to the world and perceive from the world
  112. The performance
  113. The more extraverted feeling there was on the team the better they performed
  114. !!!!!! The extraverted feeling creates a better team and better design
  115. Intrinsict difference matters
  116. Extraverted feeling matters the most
  117. The Douglas while personality profile worked the best
  118. Johnathan Edelman
  119. Understanding how people influence media and how media influences people
  120. Looked at teams with radical ideas during design sessions
  121. Looked at the ones that were most productive in radical design session
  122. Correelated with media used and organized it
  123. Feeling acting and narrating
  124. Looking at innovation
  125. The low performance team is not as emotionally involved
  126. The engagement that are optimizing and breakers
  127. The ones that gesture more create more
  128. !!! People who gesture more are the ones that create more
  129. The activity and animation of the groutp creates more product envelopment and better understanding off the innovation process in radical ideas
  130. statement about gestures being important
  131. Ramesh Johari
  132. Professor in management science and engineers
  133. /The engineer as economist
  134. The design and use of online market platforms
  135. El Roth
  136. Winner of noble prize in economics
  137. He said we can engineer markets like woe couldn't ever do before
  138. Look at markets
  139. Question: Who can I trade with
  140. Who are my competitors
  141. How much should I pay?
  142. These are the challenges
  143. The institutions have changed at a quick timescale
  144. ][The information available to you is relatively limited
  145. THE QUESTIONS ARE DIFFICULT TO ANSWER BECAUSE OF HTEIN FORMATION LIMIT BASED ON YOUR PARTICULAR TOPIC
  146. THE RISE OF ONLINE MARKET PLATFORM AIS CHANGING
  147. look at Etsy and Ebay
  148. Sponsored earch market
  149. Odesk
  150. task rabbit
  151. app store and google play
  152. Uber and kick starter
  153. How do online markets change the play of markets
  154. The two important
  155. Fine-graned matching of makert participants
  156. Fine-grained information about matches
  157. An unprecedented ability toeingeer the economic interaction
  158. these are the opportunities
  159. We cana not only find the information but we can mine the results
  160. How we can understand how happy people were after
  161. The serve and the rating
  162. In the past this was not something that we could access
  163. Economics change when you can engineer the market
  164. You choose what people see and how they make decisions
  165. Look at the market designer and the market participant
  166. Centralized or decentralized matching
  167. Opacity or transparency
  168. What is the matching process and how much should you intervene
  169. Market Designers
  170. The example is on uber
  171. The über people centralize the whole market place
  172. You never choose, you just say you need a ride
  173. Odesk is very decentralized
  174. The filter system i a n engineering of the intervention process
  175. There is a limit of how much you can see at once
  176. how do you choose
  177. Centralization has an advantage
  178. if you think you know what the matches should be, t
  179. then you can implement them
  180. The national resident matching program is a good example
  181. Single service
  182. Decentraliztion has its advantages
  183. If you don't know what the user wants,
  184. Then you can let the party express their desire efficiently
  185. Search engine
  186. Oopactiy and transparency
  187. You have the choice to show a lot of information or very little
  188. The theory says that more information should make more market inefficient
  189. More information makes a cognitive burden on the decision maker
  190. We moved from web 2.0 is too much information
  191. 3.0 is took uch information
  192. Not so obvious
  193. Not obvious that full transparency is the clear decision
  194. To much information ix not always good
  195. Market participants
  196. The match i a finer grain
  197. Finding the trading partner
  198. ]pricng goods to sell
  199. bidding on goos buy
  200. What is the optimal strategy for X?
  201. What are the optimal for individual to a group
  202. Algorithmic trader
  203. financial security
  204. Bid on ebay
  205. Pricing goods to sell
  206. Most compelling problem
  207. If you are a merchant entering the online market the pricing changes rapidly
  208. bidding gooods toi buy
  209. one example
  210. Content on the go: the economics of the market for mobile apps
  211. How should developers price their apps
  212. rapid experimentation
  213. stiff competition for visibility
  214. Project: a dart driven study of optimal strategy
  215. question: how do you form marketing strategies
  216. John Willinsky
  217. and Alex Garnett
  218. Left to their own devices: automating xml parsing and rendering for scholarly publishing
  219. Public knowledge project
  220. Benefits: Your document is your metadata
  221. The document itself contains al the content available in it
  222. There is not separate metadata
  223. Documents being marketed up in documents have been existent for a while
  224. is not wide spread with publishers
  225. Markup is expensive
  226. Someone has to tag manually
  227. There are tools to automate the process but the tools are not perfect
  228. The public knowledge product
  229. Developers of open journal systems and open monograph press
  230. pkp.sku.ca
  231. Opensource software to support open access publishing
  232. Userbase happens to include many such small publishers who publish exclusively in PDF
  233. Goal: Kill PDF
  234. Beyond the PDf
  235. Things PDF don't have:
  236. well-structured text mining and indexing
  237. rendering in different formats-
  238. mobile
  239. embedding dyanmic contact
  240. XML publishing is difficult
  241. So its complicated
  242. Despite is having many good tools
  243. available at different stages at this workflows
  244. 142.58.129.113/dev/
  245. The demo
  246. External services
  247. Start with unformatted article drft
  248. Submission in PDF form
  249. Does fuzzy pdfx parsing
  250. XSL transformation from PDFX to XML to NLM XML
  251. can be turned into HTML
  252. Document text reflowing
  253. unformated article
  254. Submission to pdf
  255. turn to XSL
  256. Citation parsing
  257. Extract references and ParsCit
  258. ParsCit good at xml pdf
  259. find author and content
  260. Tool BibTex
  261. OJS plugin used soon
  262. PDFx
  263. OMP
  264. CrossRef
  265. mPach
  266. University of Michigan mach system
  267. support eBook
  268. HathiTrust
  269. CrossRef
  270. Automatically link in PDF
  271. Developers
  272. ]Damion Dooley
  273. Steve Pettifer
  274. Juan Alperin
  275. Alf Eaton
  276. NLM Spreadsheet
  277. Paulo Blilkstein
  278. Assistant Professor
  279. Reinventing Science and Engineering in K-12 Schools
  280. Assistant Professor
  281. School of Education
  282. reinventive science and engineering
  283. Problem in science and engineering
  284. STEM pipeline
  285. By 7th grade- 70% don't have any interest in science
  286. Self reported in science
  287. In 10 years people are not learning
  288. Trying to teach hands on science
  289. In a place with desks and white or black board
  290. If we care about swimming, we need to build a swimming pool
  291. You need to have an environment that fits the learning process
  292. Stanford created the first global project and making engineering and fabrication
  293. FabLab@School project
  294. Projects all around the world
  295. Renovate one big room in the school
  296. Create 3d printer, robotics, engineering equipment
  297. What can you do about science?
  298. People can actually make all the things that they learn about
  299. Don't just learn about leonardo divimci
  300. Do what divimci did
  301. Talk to phat: Actually go through thep recesses
  302. Students who love Bach, but no ability to play music
  303. Made a robot to play music
  304. Non-eingineer
  305. Students build their own microscope
  306. They decorate them their self
  307. They made their own instruments
  308. More engaged
  309. Brail: self rocking stroller
  310. creating solutions to problems that people have
  311. Young kids building their own tools
  312. Build new toolkits
  313. Bring to younger kids
  314. Start at a younger age
  315. FabLab@School
  316. Renate Fruchter
  317. Global Teamwork 3.0
  318. Question: how do we harvest knowledge and foster creativity on global/macro level
  319. Micro to macro
  320. How to capitalize on core competency in global corporate competences
  321. space, time, technology, sickle., culture
  322. disrupt work process
  323. How do you communicate
  324. How do you get feedback and share ideas
  325. How do you let recommendations known to team members and boss
  326. PBL Lab creating a collaborative eco system
  327. Developing collaboration
  328. people, Places, , Devices, Network Infrustructer
  329. M3R
  330. Remote collaboration in mixed medixa mixed reality
  331. fusion of physical, ritual, and mobile works
  332. i room physical work
  333. 3di collaboration team space virtual world
  334. Real time situation status and decision making
  335. Combine smart board collaboration and digital space
  336. Multiple Channel Presence
  337. Face to face is best
  338. But multi channel presence can work
  339. virtual, physical, robotic, world
  340. Collaboration
  341. Integrate sensor physical presence
  342. Wired for feedback
  343. How to make so many choices
  344. We build on our own data
  345. the power of feedback is not to control you, but to give you control
  346. We can self resulate when we are given control
  347. Six steps to engagement
  348. I know where am
  349. i know where you are
  350. we know where we are
  351. we know where we want to go
  352. we know where we can go
  353. we move
  354. Feedback nudge
  355. eMoC Prototype
  356. LPBL Lab
  357. 10 key characteristics for co-colab
  358. 1. foster cocreation, interaction and coaction
  359. transform the wAY participants express ideas and solutions
  360. enrich forma and informal interaction experiences
  361. increase awareness, attention, participation, and engagement
  362. sustain persisntect presence of content and models
  363. leverage knowledge in context
  364. facilitate tanspacrency
  365. maximize flexibility
  366. create emergent work practice and social dyanmics
  367. create and mange choice
  368. 10 more take aways
  369. product from knowledge to information
  370. from viewing to experiencing
  371. group dynamics to cohesion
  372. to sequential to agile sprints
  373. to ministral activity to result acuity
  374. to being a source to being a a network
  375. to broadcast to crowdsource
  376. to present to participant in large space
  377. from multitasking to engagement
  378. Anthony D Wagner
  379. Brain Patterns and the Mind
  380. Dept of Psychology and Neurosciences
  381. Cognitive neuro scienctist
  382. Codirect center for cognitive and neuro imaging
  383. Looking at imagine to address societal problems
  384. cross disciplinary
  385. Lab is focused on neuroscience and learning and memory
  386. Question
  387. How do we learn from experience and draw on memory to informal current thought decisions and action
  388. how can we optimize learning including through use of immersive learning environments
  389. Goal:
  390. Direct learning to solve issues
  391. Interst
  392. Memory and disease
  393. 'Neuroscience for society'
  394. technology use and nerocognitive function
  395. law and neuroscience
  396. Look at bain imagines technology with
  397. Machine learning
  398. How to use interaction of technology to address important questions about mind and status of real world
  399. Functional brain imaginegs changed the field of psychology
  400. Memory change
  401. Look at brain data to inform questions about psychological function state
  402. At the second phase of a field
  403. First phase,
  404. "where in the brain are there changes in jeural activty
  405. Look at the faces scenes sounds works
  406. Look at patterns of activation
  407. See where the pattern is the change when certain events were active
  408. This data is being used to analyze patterns
  409. individual neurons can not be analyzed
  410. Machine learning can help differentiate the pattern
  411. Mutlvariate
  412. pattern
  413. classifier
  414. Decode what people are looking at
  415. Look for test patterns
  416. Can you decode from neural activity whether someone has seen a face or not
  417. Under some conditions you can be near perfect
  418. This can look at brain pattern to see if someone has seen a face before
  419. Forenscs implication
  420. You can look if ads are being successful
  421. Look at what is being remembered
  422. Neural evidence to see if things are being remembered
  423. Decoding the contents of the memory and cortical reinstatement
  424. Interesting that we don't need to know specifics
  425. But we are looking at the examples of patterns
  426. We don't need to know the specifics if we can analyze the change
  427. Hippocampus is the first to be affected with alzheimers
  428. if you don't have a hipocampus, you will not be able to remember
  429. The cue allows you to create pattern
  430. Scientific fiction
  431. judicial can look at brain acidity to know if you have seen people
  432. criminals create brain disease after crimes are kept
  433. people want to live in bliss so they are not a threat
  434. sincere is not perfect but has results with high possibility
  435. Story about cyber murders
  436. Coding and password remembrance
  437. knowledge ofspeicifc planted information
  438. not just faces but experiences
  439. Looking at what is remembered and recallable and how is can be masked
  440. [ep[;e willingly forget
  441. Training patterns
  442. Words and scene event
  443. words and person events
  444. Look at the result based on encoding data
  445. Training patterns
  446. Lookg for the reinstated cure
  447. Understanding retreival patterns
  448. By looking at activation
  449. people can decode the kind of memory content they are bringing back to life
  450. Look at the pattern
  451. See based on the stjdys
  452. look at the memory performance
  453. Can people be put in multiple virtual worlds
  454. S[atial coding in brain patterns: decoding virtual worlds
  455. scan them while mentally in virtual worlds
  456. Learn from their neural disturbed pattern to see if people are in the world
  457. brain imaging can show if people think they are in virtual world one or two
  458. The wedding of digital media science technology can look at legal restrictions
  459. People can analyze the possibilities of analyzing what world people think they are in
  460. Neural devices can understand expression
  461. People could understand mental illness
  462. Reasons of feeling alone or together
  463.  
  464. Lessig
  465. Schools are poor
  466. graduation rates is low
  467. Bill and Malinda gates foundation has goal for 17 year goal of having 70% graduation rate
  468. US dropout factory
  469. 7/10 do not graduate from college
  470. learning prospects today
  471. k-12
  472. What can we design differently
  473. The k-12 school is 1 million minutes
  474. Hour long classes
  475. with seat time requirements
  476. students grouped by age
  477. lecture based teaching
  478. paper textbook is primary learning
  479. very little data
  480. reports midterm and final
  481. Have the [people give reports to students at every class
  482. Ed.gov
  483. national education plan
  484. technology plan
  485. very different vision
  486. Learning in always on network world
  487. The figure depicts a mobile powered by technology
  488. Single teacher transmits all students
  489. Students should be centered We have centered topics that should be taught
  490. We have
  491. We can have student centered learning
  492.  
  493. :earning communities
  494. lmpw;edge bio;going tools
  495. peers with common interests
  496. onine tutoring and guided courses
  497. mentors and coaches
  498. peers
  499. expertise and authoritative goals
  500. lifelong and life wide learning
  501. We can have ongoing access to learning tools throughput life
  502. Possible that people can have connected learning
  503. We can bridge in and out of school learning experiences
  504. We can have in and out of school learning.
  505. We can extend the learning time because people spend less time in the school
  506.  
  507. The national plan can have changed school structures
  508. Teachers can give visual learning
  509.  
  510. The math and science quality drop rates for low income students is specially declining over the hsummer
  511. People can use new services to conner students to school through non class rime through games
  512. Conntecting merica: the national broadband plan
  513. Transforming american education learning powered by technology
  514. LEAD COMISSION: Leading education by advancing digital
  515. Look at the LEAD commission
  516. business and academic leaders who are reporting to the FCC
  517. Looking at a whole raft of state polices, finding better ways to aggregate their markets and gdo smart purchasing
  518. Whatr are learning analytics
  519. The simple definition
  520. The learning analytics is about collecintg traces to hat learners leave behind to cuimprive learning
  521. To improve teaching
  522. To develop online learning systems
  523. To better improve peoples learning experiences
  524. Personalized adaptive learning pathways through online learning systems that can dbettere support learning for everything
  525. Eric Duval, U. Leuven, Belgium LAK 2012
  526. Learning analytics is about collecting traces that learning leave behind and using those traves to improve learning
  527. Recommended learning resources
  528. More engaging and inspiring 23/7 learning: games projects and badgers for competencies
  529. Can we identify students difficulties early and provide the kinds of sppport needed for success
  530. Continulosly improvable curricula: learning networks getting smarting with every click
  531. Comparitve pdagogdy
  532. ]
  533. We cn A/B test th e success of certain teaching examples and solutions and difficulty
  534. We currently have a one-size fits all system
  535. Persoinalization means that sutdet get tho have a choice in what they learn and how they are taught
  536.  
  537. Personalization, differentiation, individualization
  538.  
  539. US DEPARTMENT of EDCUATION, National education technology Plan (2010)
  540. Adaptive pacing
  541. Adaptive peda gogy,
  542. personalizd learning goals.
  543. Grand challenge problem: Personal Learning
  544. The grand clang defenses a commitment by a sciienfitifc community to work together towards a common goal- valuable and ahie3vabe within a predicted
  545. Jim Bray: Director microsoftJim Grey: What Next? 2003) A dozen information-technology research goals: Journal of the ACM 50(1)
  546. Grand Challenge Problem #1
  547. Design and validate an integrate system that iprovides realtime access to learning experiences tutnded to the levels of difficulty and assistance that optimize learning for all learnings, and that incorporates self-improiving features that enable it to become increasingly effective thtourgh interaction learning.
  548. [such integration systems should
  549. Discover the appropriate learning reousrc4es
  550. Configure them with representation that is appropriate for age and background
  551. And select appropriate paths and scaffolds for moving the learn through there right resources with optimal level of challenge and support
  552. WE have learning management system
  553. And sequences of materials
  554. We don't hasave systems that perform these functions dynamically
  555. It would be essential to have some nonexistent systems
  556. What are in student information systems today?
  557. basic demographic
  558. very little grade
  559. Background (some judicial)
  560. economic
  561. Information and medical diagnostic information
  562. With digital learning
  563. We should have Student Information Systems
  564. With digital learning we would have deluge of data - 5 orders of magnitude or greater than our slim data today.
  565. Massive dataset e-sciece explorations have led to breakthroughs in: biology health, environmental science, astronomy, physics
  566. Attract these big data in education to have big data education scientists
  567. Need people in the education domain
  568. SLC
  569. Shared Learning Collaborative
  570. Alliane of states, foundations, educators, content providers, developers, and vendors.
  571. Project: Agile/scrum for class
  572. Ways for people to learn outside of school
  573. A cloud for learning about things in real world
  574. Bring outside world into the classroom
  575. Bring and share
  576. Show and tell for learning
  577. diverse learners
  578. Technology and learning maps
  579. Provide graphical representations of the representation for application programming interface
  580. Plug the curricula
  581. The data Deluge
  582. Enhaving teaching and learning through educational data mining and learning analytics
  583. And Issue Brief
  584. ]Us. Departement of educatuob
  585. !READ THIS'
  586. look at analysis o the benefits and real outcomes from the EDM (Leanring analytics) ago improve learning process
  587. What are the problems with big data in education
  588. There is a difference
  589. Computer interactive learning analytics
  590. vs
  591. ultimo dal learning analtycis:
  592. CILA: Caputer fine grained interact6ion: keystrokes, clickstream
  593. Look at relations between large systems an relation between nation and departments
  594. MLA
  595. Drings up sensor and emotion
  596. Have privacy issues
  597. !LOOK MORE AT THIS
  598. What are the scientific problems?
  599. A lot of these are modeling chanllgnges
  600. learning what the use knows based on aaho wt h eysintercaft
  601. With the systems
  602. We need to model the user behavior
  603. User emotion
  604. D o they like it? About to quit?
  605. user profiling ]
  606. Beign asble to
  607. Domain odeling
  608. User knowledge, user beahvirior, anuser ex[erience molding, user profiling, domain modeling, learning com[ponenet analysis
  609. We need edicatopm data scoemtosts tp make progress on those issues
  610. ` The complex reasons
  611. challenges of personalization
  612. Pacing, tayloring, recommendation
  613. Interactive data visualization systems for
  614. look not just at retrospective guidance, but runtime guidance to see how their efforts are improve the success
  615. Look at realtime ability to see how people are learning
  616. The relationships of being alb to the creft the economic markets
  617. Look at how learning markets
  618. We ail be cable to decide that people are able to control the learning makreta
  619. The statistics and study about learning can directly be related yo the schools.
  620. look at the figures of learning urges
  621. infomrnuing curriculum designs, based on discover of learning curves t]
  622. Visualizations can visualize the students error rates and understand how students are progressing or making mistake to make sure that the state of information being distributed in best fit for the students
  623. The study can be given for knowing where the error rates are
  624. This would show that we could remove time away from the unnecessary areas and focus time on the difficult
  625. rescue wasted tacking if you know people are learning from the beginning
  626. Focus on parts that re more difficult and how people can be
  627. Look at how SLC shares the data that it creates to collect this information and present in ucha away that allows users to start and maximize learning
  628. provide immediate feedback to the teahcers to maximize the effort beings spent
  629. Look at variables: Teachers effort, ttiem spent to teacher,
  630. look at the law s around teaching
  631. Legal issues are that styes have different lawaw werlated to sharing data4e
  632. so you could bnot work across borers or states because they data can not be use
  633. Labeling issues are difficult]
  634. Labeling can be unproductive sometimes if they were not labeled
  635. So there are issues associated with labeling
  636. earner profiles would create many secondary issue associated with what roles an who would have access to the stereotype ricks
  637. student profiles associated with stereo type threat
  638. people in administrative situstioanrs care not alrwa as
  639. National Science Foundation is getting more active in the learning
  640. "Dear ColleAGUE ;ether = data =tenseie edicatoipn= related research
  641. Society for learning analytics focusing on analytics research
  642. Learning analytics work group
  643. Working together to increase arguments for spending more money on the learning technology development fields
  644. There are no degree programs in the subjects
  645. ie. learning analytics, learning analytics data science, education data science
  646. Need new prosodic programs
  647. New data sincere fields
  648. Graduate training promra
  649. Gates Foundation
  650. Would follow a given on focused for human capital development plans
  651. Scoping priorities in research tropics and tools for in airy
  652. REQUEST TO GET INVOLVED
  653.  
  654. Pamela J. Hinds
  655. Identity and performance
  656. Reativity and feedback
  657. Cultural context
  658. Talk with spady about differences in culture
  659. Look at Distributed Work
  660. Request slides and reason at school
  661.  
  662. Iterative prototyping
  663. Learning quickly about their flaws and constraints
  664. Hope to result in better builders
  665. Look at focus and culture
  666. Look at the creative process and iteration
  667. Look without feedback the second time
  668. what happens when you have iteration with feebacj and without feedback
  669. Looking if national background made a difference in innovation
  670. Look at the conditions
  671. Feedback in middle and end
  672. Objective feedback
  673. Statistics
  674. Numbers
  675. Look at
  676. No differences contrary to popular belief that there is no difference in creativity
  677. Westerners did better with iteration rather than not iterating
  678. Eastern countries did worse with iteration
  679. Study: Culture and Iteration
  680. West was more creative when they didn't iterate
  681. East became less
  682. IterationxCulture
  683. Feedback is good for westerns when iterating
  684. Westerners increase in engagement with feedback
  685. But feedback doesn't not increase creativity
  686. Stereotype Threat
  687. Influences the creativity and engagements are
  688. Team of westerners benefit from iteration with feedback, but are less creative when there is no feedback:
  689. it may suggest that iteration is undirected without feedback
  690. Teams of easterners creative performance is harmed by iteration with feedback, but creativity is increased without feedback.
  691. What is the role of creative self-efficacy ( Tierney and Farmer, 2002, 2012) and tolerance for struggle
  692. Tolerance for struggle:
  693. We learn in the West that when we struggle, that we are not smart and its not good
  694. But in other countries, tolerance for struggle is valued more than the right answer
  695. The creativity may be influenced by the values in different countries
  696. Look at the cultural values and context comes into play
  697. How does a task come into play:
  698. Was a redesign of the student union less inspiring of novelty?
  699. Look at other relations of culture, interation, creative, focus, internal, external, mixed cultural groups, feedback, feedback
  700. Question: look at the groups of people who changed over their culture and returned home.
  701. The culture of people who were in oneCenter for Work Technology Organization
  702.  
  703. Clifford Nass
  704. Four most important things to know about media and their implications
  705. just got off sabbatical
  706. Psycology of media
  707. CHIMe Lab: communication between humans and interative media
  708. Five important questions
  709. Why is media use continuing to grow
  710. How has media changed human relationships
  711. What is the most important locus of media growth
  712. How has emotional life changed?
  713. 1. Growing media use
  714. Media use is growing in all age groups
  715. Teens
  716. Music is consumed in enormous quantities
  717. Tweens
  718. average 12 year old has a cell phone 3 years ago
  719. average 9 year old have a cell phone now
  720. Adults
  721. Respond to emails
  722. have open multiple chat windows
  723. Kits
  724. More than cellphone
  725. Legos moved online
  726. What lessons teachers in legos
  727. when missing a part
  728. When you can't take them apart
  729. Systems are perfect
  730. Babyes
  731. When parents are brest feeding
  732. they watch tv that parents are watching
  733. What is driving the chang?
  734. Partial Media Displacement
  735. New information product and service appears
  736. It steals time fro other information activities
  737. Doesn't steal all the time
  738. And steals it from non-media activities
  739. We don't have a fixed media time budget
  740. We have an increasing lessen time available media
  741. Media stealing time from sociall rich interaction
  742. simultaneous talking and device usage
  743. parallel play
  744. before people can play together, they play side by side
  745. Adults have parallel play
  746. people on their own laptop or tablets
  747. Non-social interactions
  748. Just proximate
  749. Inflection point
  750. Media displacement time
  751. Parallel media use
  752. Double and triple booking
  753. Multitasking
  754. Drive to increase media use
  755. Multitasking is an outgrowth of media time displacement
  756. Students use 4 media at one time
  757. Horizontalization of media use
  758. aka multitasking
  759. Implications to multitasking
  760. Continued growth of multitasking
  761. with concomitant cognitive and social deficits
  762. its bad for people
  763. Selling attention becomes challenging and implications
  764. Measuring attention becomes challenging
  765. Because attention is nota single investment
  766. Decoupling makes it difficult to know where people are paying attention
  767. Immersion becomes devalued
  768. And there are conditions set for people to allow themselves
  769. Multitasking is bad for the brain
  770. it requires more mental power
  771. people follow to feel better about thinking
  772. Analyzing barney
  773. Ilove you
  774. you love me
  775. we're a happy family
  776. great big hug and kiss
  777. won't you say you love me too?
  778. (even thought no one can hear but its important)
  779. we are friends as friends should be
  780. (faceeeeebook)
  781. You don't see each other, but because you can contact through media, you define friends
  782.  
  783. Implications
  784. devaluing of face-to-face communication
  785. attenuation of trust
  786. fame as the #1 value in pre-adolescents
  787. It used to be compassion and community
  788. Not personal and about people (social)
  789. Social media algorithms create definition of self
  790. classic sociology talks about we learn through interacting with others
  791. Social media gives us content thats defines who we are
  792. Creation of self is not done through person to person
  793. its done with person through algorithm
  794. 3. Most important locus of media growth
  795. automobile
  796. increasing automation means more attention to media
  797. limitations of external distractions means more multitasking
  798. implications
  799. Models for expelling partial intelligence
  800. SIRI doesn't explain why you are getting the wrong answer
  801. It doesn't give feedback how % its correct
  802. Playground for varied screen sizes
  803. Car windshields are a big screen
  804. Playground for new interface paradigms
  805. Innovation is coming out of car companies
  806. Manifesting brand
  807. People want SIRI to control car
  808. Interface companies are owning the car experience
  809. SIRI aka Apple owns your car experience
  810. 4. How has emotional life changed?
  811. Social media was the place to discuss hard-to-discuss feelings
  812. Facebook is the happiest place on earth
  813. supplanting disneyland
  814. Faces
  815. All the faces are happy
  816. People don't see the sad
  817. Algorithim circulates the happy ]
  818. Because people don't like the sad
  819. Then people create happy
  820. Because they want likes
  821. Sadness vanishes from social media
  822. Negative feelings are the hard one
  823. Tolstoy
  824. "All happy families are alike, but all unhappy families are unhappy in a different way"
  825. Implications
  826. Young people do not get to practice negative feelings
  827. Never see negative feelings so people don't know how to manage negative feel ings
  828. People don't know how to manage their negative feelings os they become sadder
  829. Young people and increasingly everyone have less skills in
  830. Emotion regulation
  831. emotion reading
  832. working with other's emotions
  833. high multitasks are not as good at knowing peoples emotions
  834. People think that stye are less happy than the average person
  835. depression
  836. social anxiety
  837. Problems associated with cognitive development
  838.  
  839. Biron
  840. Where do you work?
  841. Where do you play?
  842. What do people think about where they play?
  843. They love it
  844. Feedback
  845. Never question
  846. Always know about contribution to the team
  847. Visually rich environments
  848. Money and time evidence
  849. How do get world together
  850. Harvard Business Review
  851. HBR.org
  852. About Games
  853. What are the intersection
  854. games are big
  855. new generation
  856. different tolerance for risk
  857. failure is not a problem
  858. try again
  859. there are recipes for great games
  860. there is a science about the recipe
  861. gamers already do work
  862. Looking at similarities to work
  863. making judgements
  864. categorizing content
  865. working in teams
  866. play is NOT the opposite of work
  867. engagement is a good business
  868. Demographic
  869. Games are played by
  870. mid-30's
  871. involvement in games
  872. are lower BMI
  873. Higher social network
  874. Better grades
  875. The ingredients for successful games
  876. self presentation
  877. narrative
  878. feedback
  879. transparency
  880. teams
  881. economies
  882. ranks and levels
  883. rules
  884. communication
  885. time pressure
  886. Company problem
  887. Engagement is important
  888. Why did people quit?
  889. Didn't know if they were making a contribution
  890. Didn't feel fun
  891. Didn't feel any control
  892. Engaged people are:
  893. Passionate connection to work
  894. Believe they can impact quality, customer satisfaction, costs
  895. They are less than 30% of the workforce
  896. Games and
  897. entertainment, sales team competitions, safe driving, diabetes bolo tests, home energy use, brushing teeth, carrier landings, delivery truck loading + routes, chip manufacturing estimates, taking medication, drive time lotteries, consumer help on forums, software debugging, tank driving, filling out forms, physical activity, surgical competence, folding RNA molecules, public transit contests, software testing, retail scanning accuracy, palette loading, call center speed + quality, AGIE computer teams, security video footage
  898. Gamification is not
  899. pointsification
  900. but it can include it
  901. Using leader boards
  902. Making interface and commercialize games
  903. Imagine:
  904. A security job thats like a game
  905. You "can" find a bad guy
  906. Add in virtual issues
  907. What are the most important ingredients
  908. Its more arousing to be apart of a narrative
  909. Applying game
  910. Dangerous
  911. Powerful also means dangerous
  912. There will be disruptions
  913. discouraged losers
  914. jealous bosses
  915. employment and hr issues
  916. abridgment of privacy
  917. avatar mistakes
  918. anti-social narratives
  919. repetitive stress
  920.  
  921. StartX
  922. Community
  923. Trust
  924. Mentorship
  925. Customized Education
  926. Organized access to opportunity
  927. Resources
  928.  
  929. founding guy
  930.  
  931. Reid
  932. Cloudfleaps
  933. dashboard for information
  934. Didn't come to start a company
  935. Felt optimasm
  936. Anything is possible
  937. Generosity to provide answers to all questions
  938. Access to other contacts
  939. To build a new foundation
  940.  
  941. Coursera
  942. Look at the pedagogy of the Coursera about section
  943. Standard lecture
  944. Mastery
  945. Personalizede
  946.  
  947. Nemo
  948. Question: how do you design calm?
  949. Or relive the memory of calm
  950. When are you most productive
  951. when are you most creative
  952. when are you the most innovative
  953.  
  954. Boris Deroiter
  955. Ambient Intelligence
  956. many individble distributed devices throughout the environment that are integrated into our lives
  957. System intelligence
  958. that know about their situational state
  959. that can be tailored toward our needs
  960. that can change inrespoend to your environment
  961. social intelligence
  962. experience Research
  963. Context studies
  964. collect user insights and requirements
  965. lab studies
  966. test usability and user acceptance
  967. field studieds
  968. validate and study longer term effects
  969.  
  970. Crowd-powered systems
  971. Articles
  972. data collection, machine learning training, user studies, social science experiments,
  973. games with a purpose
  974. collective action
  975. historical roots: distribute
  976. crowd-poewred systems
  977. Challenge: Quality
  978. 1000 participants on amazon mechanial turk flip a coin and report 'h' or 't'
  979. Interactive systems that embed crowd intelligence
  980. computational techniques that product high-quality, fast results
  981. Paid crowd sourcing
  982. Amazon mechanical turk
  983. Large number of tasks for not so much money
  984. pay small amounts of money for short tasks
  985. amazon mechanical turk: roughly five million tasks completed per year at 1-5 cent each
  986. population: 40% us, 40% indeia
  987. Soylent: word processor
  988. Wordprocessor that recruits crowds to aid complex writing tasks
  989. embeds crowds as first-order building blocks in a software system
  990. decomposes open-ended tasks
  991. Shortn
  992. Crowdproof
  993. Using people to get perspectives
  994. human macro
  995. people will go over and bib text
  996. Two personas - an example
  997. lazy
  998. proofread and giveback
  999. does as little work as necessary to get paid
  1000. overdone
  1001. Result can be low-quality work
  1002. programming with crowds today is haphazard: we lack design patterns
  1003. Solution: Find-fix-verify
  1004. find-fi-verify is a design pattern
  1005. find:
  1006. find an area that can be shortened
  1007. collect a lot and look for independent agreement
  1008. Fix
  1009. have it fixed
  1010. verify
  1011. send it back to the application
  1012. Does this work?
  1013. how high is the quality
  1014. how long does it take?
  1015. how much does it take?
  1016. Adrenaline: real time crowd sourcing
  1017. Crowds in two sections
  1018. votes in five seconds
  1019. Votes across 100 frames
  1020. Synchronous crowds
  1021. Crowds can be faster than any individual member
  1022. Rapid refinement
  1023.  
  1024. Genreate and vote
  1025. Genrate one
  1026. Integrate social and crowd intelligence as core parts of interaction, software, and computation
  1027. crowd powered systems enable experiences that neither crowd nor machine intelligence can support alone.
  1028. computation ail be critical to the wisdom of the crowd
  1029. hci.stanford.edu/msb
  1030.  
  1031. Jeremy Balenson
  1032. digital footprints
  1033. a decade of media-x research on using nonverbal behavior to predict behavior
  1034. vhil.stanford.edu
  1035. Can we predict a person's future behavior?
  1036. honest signals
  1037. alex pentland
  1038. unconcious nonverbal ocial signals
  1039. evolved from animal signaling mechanism
  1040. unmatched window into our intentions
  1041. Historical attempts: small amounts of data
  1042. Sigmund Freud
  1043. Hours and hours of repeated therapy
  1044. Historical Attempts: obtrusive
  1045. trying to measure non-verbal behavior or MRI is clunky and difficult
  1046. When you measure it, you change it
  1047. Historical Attempts: Laborious
  1048. Paul Eckman
  1049. Trying to code visual coding
  1050. Trying to infer emotion
  1051. Takes hours of time to analyze
  1052. Historical attempts: biased by theory
  1053. You are biased by theory
  1054. Need to use your theory
  1055. Need to nod and smile
  1056. Limited by what your brain/theory can fathom
  1057. If you have massive non-verbal data that you don't have to comb by hand, it frees you from your paradigm
  1058. Digital footprints today
  1059. Kinetic Explorer using for non-verbal data
  1060. State of computer vision that emits sources of energy
  1061. Micro "Big Data"
  1062. Our approach
  1063. 10 years ago
  1064. do a test:
  1065. capture non verbal features
  1066. calculate statistics
  1067. time
  1068. frequency
  1069. train learning algorithms
  1070. Train-test paradigm
  1071. test new cases
  1072. Question: can you see facial expression to predict a car accident
  1073. Yes
  1074. Question: can you prevent operator fatigue
  1075. Moniter movement while subject participate in a simulated work line
  1076. predict performance
  1077. Errors can be tracked based on face
  1078. Question: can you manage shopping and know when someone is buy/wants to buy?
  1079. Question: Personality/demographic
  1080. Moniter 80 students for 40 hours over six weeks in second life
  1081. collect all input data every second
  1082. Based on movement
  1083. calculate race, gender, gap, weight,
  1084. Question: can you predict if a person is Learning
  1085. Look at two people do see who is learning or not
  1086. non-verbal pattern with student and teacher
  1087. Ethics;
  1088. What kind of experiences bring out the best in people
  1089. What is the role of technology in our lives
  1090. What questions can we explore with us to add value to the work we do?
  1091.  
  1092. Keynote
  1093. Larry Lessig
  1094. The forbidden problems
  1095. Talking about something old, new, borrowed, and new
  1096. Talking about something old
  1097.  
  1098. 1 Public and private goods
  1099. Public goods: Defence
  1100. private goods: underwear
  1101. Defence
  1102. publicly provided
  1103. underwear
  1104. privately provided
  1105. generalizations: we should publicly or privately provide respectively
  1106. Fable of the bees or private vines
  1107. We talk about Adam Smith
  1108. Wealth of nations
  1109. Peoples motivated by perfectly private moties, can not provide public goods
  1110. He intends only his own gain, but is led by an invisible hand which is not his own intention"
  1111. Sometimes we can get the public good in purely private motive
  1112. Anarchists as wrong as
  1113. sovialists
  1114. We don't need an extreme. We can have an in between.
  1115. 3 Dan Bricklan
  1116. Partnered to create visical
  1117. "The cornucopia of the Commons: HJow to get volunteer labor
  1118. Talked about napster
  1119. suggested we came to a social sharing
  1120. [soviet msusic here]
  1121. Explained sharing as a by-product
  1122. Byproduct of what people wanted
  1123. Default code: your music is shared
  1124. Default produced the "public good"
  1125. No altruistic sharing
  1126. It was just the default
  1127. Same could be said of CDDB Server
  1128. Acquired by grace note
  1129. You could put a CD in a and the data would be collected
  1130. "design the database so people use the data they enter, thus increasing the potential for them to use it"
  1131. "Public good is the by product of a private good.
  1132. Not quite public.
  1133. Corporate good to be eact.
  1134. Forexample.
  1135. Google:
  1136. They use it to produce a better research engine.
  1137. Like Apple,
  1138. Wchich takes the data we give it and produces a better corporate good
  1139. Like MAazon, Like net flicks.
  1140. And Facebook
  1141. And all the other people.
  1142.  
  1143. There are two economies.
  1144. The commercial, sharing
  1145. Whoops, theres a third.: The hybrid.
  1146. Sharing entity leverages a commercial economy.
  1147. Its hybrid because it used both.
  1148. Not unroblematic.
  1149. What are the issues with having relations between the two?
  1150. Does this culture of participation build business on our collective backs?
  1151. Social justice in the "Facebook" state
  1152. What is the relationship between the corporate value and the private groups that produced it.
  1153. Sharecroper relations?
  1154. Like free production???
  1155. slavery?
  1156. Back in the past
  1157. Center story was
  1158. "Dear Facebook: without the commons, we lose the sharing web.
  1159. Terms of service around instagram
  1160. The salience of this corporation produced on top of the labor of individuals
  1161. When you frame it as exploitation
  1162. The obvious answer for this question is...
  1163. Lok at the software layer
  1164. Open source guy
  1165. "Would commercial entities be allowed to profit from this production?"
  1166. in the GNU software, he said
  1167. Theres a basic social contract
  1168. Copyleft
  1169. Commercialize Galore.
  1170. Make as much money as you can.
  1171. So long as you leave as free what you took before and contribute back the improvements you made
  1172. Redhat's profit
  1173. Thats the social contract that free software had
  1174. And wikipedia.
  1175. Modifications must be licensed back freely
  1176. The software layer seems to be solved
  1177. ?But the con tent layer is not solve
  1178. "Bushified: Internets"
  1179. Internets were combined, but
  1180. Now they are islands of innovation
  1181. Rules to own
  1182. Permissions to particiapte
  1183. Only one that shares:
  1184. Yahoo: Flicker
  1185. The only one that expresses no control of its innovation
  1186. Microsoft Exec denies trying to harm netscape: LA times 1999.
  1187. Microsoft's decision to control who could develop on their platform
  1188. Today air supplies are cut all the time.
  1189. The industry takes the right to decide who gets to innovate and how
  1190. We see pushback from that control being exercised
  1191. APP .net
  1192. Twitter inspires a developer's revoke
  1193. "Are tired of being betrayed by so-called open platforms that suddenly change their terms of use to blithely destroy young and growing businesses
  1194. Dalton Caldwell Punches Facebook
  1195. Years ago, this was a federal government problem
  1196. Now its a normal.
  1197. 3. The hybrid economy is learning something.
  1198. It its learning about the limits in which it lives.
  1199. earning about what it can do.
  1200. Learning that sharecropping can not be understood as the way it does
  1201. Its not sustainable
  1202. its notThe
  1203. These companies are questioned
  1204. 3. Corporate goods produced as a by product of public goods.
  1205. Are corporate goods going to be produced only as byproducts of private goods?
  1206. There is a good from what I want
  1207. Is there also a good from what I ought to do
  1208. Not just what I want, but also what I ought to do
  1209. Good not just from choice
  1210. Good also from coercion
  1211. Coersion?
  1212. Not state based coercion
  1213. The possible public goods that come from architecture based coercion
  1214. Code based constraints
  1215. Getting us to do the things we need to do
  1216. 4. New v2
  1217. focus on a specific problem.
  1218. Once upon a time.
  1219. Lester-land
  1220. Politicans: Lester election and general election
  1221. Lesters are the only one that vote
  1222. Citizens and vote
  1223. To be allow to run in the general election
  1224. You must do well in the Lester election
  1225. What can we say about congress?
  1226. Supreme courts of the united States
  1227. The people have ultimate influence over general elections
  1228. They only have their say after they have their say in the gnereal elections.
  1229. To keep the pesters happy
  1230. Any reform that angers the pesters in lester land is highly unlikely
  1231. $$$ Election
  1232. Funders vote
  1233. To run in general election you need to do extremely well
  1234. There are just as few relevant funders in the united states
  1235. As there are pesters
  1236. .3% of america gave more than 200$ to election
  1237. .05 gave maximum amount
  1238. .01% gave 10,000 or more
  1239. .0003, gave 100,000 or more
  1240. .000042 (132 americans) gave more than 60% of the super pac amount
  1241. The relevant amount of americans is .05
  1242. The funders are our Lesters
  1243.  
  1244. The funders vote
  1245. dependence upon the funders produces an subtle bending to keep these funders happy
  1246. Members of congress spend 30-70% of time raising money to get their party back in power
  1247. They develop a sixth sense to raise money
  1248. Shape shifters to raise money
  1249. Westly
  1250. Always lean to the green "He was not an environmentalist Reform that would anger the funders is highly unlikely United states is worse than Lesterland
  1251.  
  1252. Its at least possible for pesters to be helpful
  1253. The pesters act for the pesters
  1254. Shifting coalition that drives the .05%
  1255. Lesters are the decision makers
  1256. iLesters are not drivers in public interest
  1257. In our land
  1258. Conflicting dependence on funders and pepolpl
  1259. This is corruption
  1260. This is not corruption
  1261. rob legoivitch
  1262. This is not illegal activity
  1263. All is completely legal
  1264. Instead: Legal corruption
  1265. Corruption relative to the baseline
  1266. A republic: representative democracy
  1267. Feberalist 52
  1268. A brand h of government dependent on the people alone
  1269. The people: Problem
  1270. Congress has evolved a different dependance
  1271. Dependance on the funders too
  1272. A dependance TOO
  1273. Its legally not the problem as long as the funders are the people too
  1274. Amsericans are right to believe
  1275. Americans believe money buys votes in congress
  1276. 75% of maericans believe money buys votes
  1277. 81% in republications
  1278. 71 in democreates
  1279. Americans believe
  1280. That believe erodes trust
  1281. 9% of americans believe in congress
  1282. At the time of the american revolution
  1283. a higher percentage believed in the royal crowd
  1284. Rock the vote
  1285. highest
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