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Program - Wednesday, March 28,
2007
Grace
Agnew, Rutgers University Libraries
An
an overview of the digital rights landscape for digital video, including copyright,
DRM technologies for video, and the changing landscape for digital video rights,
with Google's expanding digital video presence, the Yahoo portal, the potential
WIPO Broadcasters Treaty, Second Life, and more.
E.
George Beckwith, National University
There
is no end to the number of books and articles that dwell on the poor state
of affairs in education in the United States today, on the one hand, and the
corruption of young by the gaming industry on the other. As I was listening
to a C-Span program via satellite radio the other day as I was making the
two hour drive from San Bernardino to San Diego, California to attend an academic
meeting at National University, I heard a remarkable proposal by Senator Joe
Lieberman which I had hoped someone at a high level would make. He said that
the gaming industry should reach out to the education community and develop
educational games to make learning more exciting and representative of the
multimedia technology environment in which today's school children are going
up. Said another away, we should "game the multiple intelligences."
For those who may need a reminder, the multiple intelligences approach to
learning conceptualized by Dr. Howard Gardner (2004), holds that we learn
not just in the two intelligences of verbal and mathematical on which learning
techniques have historically focused but on at least five other intelligences
(Bodily-Kinesthetic, Intrapersonal, Interpersonal, Musical, Spatial) which
combine with Verbal and Mathematical to form a composite whole of how each
of us learn as an individual. A definition of most of these intelligences
is intuitive but Bodily-Kinesthetic and Visual-Spatial may need some elaboration.
Regarding Bodily-Kinesthetic, Dickerson proposes that learning through gaming
and technology is a highly active and interactive process when used appropriately.
Computers rely mostly on eye-hand coordination for their operation--keyboarding
and the use of the mouse or touch-screen, of specialized joy stick. This kinesthetic
activity reinforces learning and makes the student an active participant in
the learning process.
The popularity of video games is due to the total engagement of the player
and skillful physical response to the challenges. Games such as "Pong"
and "Breakout" were among the first to demonstrate the appeal of
this kind of technology. Later, "Tetris" was designed by Alexey
Pajitnov, a Russian mathematician, researcher in artificial intelligence,
and member of the USSR Academy of Sciences; it is now published in Apple software.
It demands fast decision-making and hand-eye coordination, along with quick
testing of hypotheses. Undoubtedly, it is these action-packed challenges which
engage students who might otherwise be bored in conventional math classes
even though they call for the same kind of spatial and logical thinking.
Visual Spatial is also addressed by Dickerson in that today's students have
grown up watching television and are highly oriented to visual learning. Slides,
overhead transparencies, filmstrips, movies, and now gaming are important
adjuncts to their learning. When interactive systems are also part of the
learning process, students move from passive observers to active thinkers.
My presentation at the conference will review the existing gaming and multiple
intelligences research that indicate that "gaming the multiple intelligences"
will excite and enhance student learning and may well be the education and
training establishment's golden bullet that we have long been seeking.
Paul Burrows, University of Utah
PBCore (the Public Broadcasting Metadata Dictionary) provides a standard
way to describe video, audio, text, images, and rich interactive learning
objects. PBCore is the result of unprecedented collaboration between public
television and radio system producers and managers, archivists and information
scientists. It can also be used as a guide for a station or organization's
archival or asset management process.
This session will update attendees on the recently published version 1.1
of PBCore and its accompanying XML Schema Definition (XSD), and how it is
being implemented or synchronized with various content producers and distributors
(such as PBS and NPR) and their content management systems. The PBCore session
is of interest to people involved in production, traffic, scheduling, program
selection, program distribution, and digital asset management systems. The
session will also discuss training efforts and resources available to support
the use of PBCore.
Erik Dobbelsteijn. SURFNet, Utrecht, Netherlands
SURFnet has previously done a pilot with several collaboration tools and
decided to build a full service out of the most successful tools. The first
setup was discussed last year at ViDe. New development in the area will be
described in this abstract. The SURFgroepen service is expanding a data collaboration
environment with synchronous collaboration tools for Presence, Instant Messaging,
web-based videoconferencing, chat, application sharing and moreii. Next to
that, the existing H.323 based videoconferencing service will get a SIP equivalent
in the short term. The aim is to integrate all these collaboration tools in
such a way, that it is possible for group members to start any kind of communication
session from either a messaging client, through e-mail, or from a web browser,
and make the session accessible through a wide variety of clients of the choice
of the individual end user. This abstract tries to give an overview of ways
to integrate these tools and what holes need to be filled to further pursue
this goal.
Bob
Dixon and Megan Troyer, Ohio State University
H.323
Industry-Standard video conferencing has now been extended to include high
definition, just as has broadcast television. All of the major vendors are
now providing HD equipment, including endpoints and multi-point control units.
A special event called the Gigaconference was held recently, to determine
the current state of the art in performance and interoperability. All the
vendors and all people with HD endpoints (anywhere in the world) were invited
to participate. It was demonstrated that there is excellent interoperability
among all the vendors, and between high definition and standard definition
endpoints. This was the largest-ever high-definition video conference, according
to the vendors. The Internet2 Commons video service now supports high-definition
conferences. Live demonstration. of HD video conferencing will be presented
by the vendors.
Joseph
Gaucher, Video Furnace, Inc.
Topics:
1. Conditioning/building the network to meet those requirements
2. Understanding IP video requirements
3. Components of the digital headend
4. Successful implementation to the desktops and televisions
What
individuals learn:
1). How to configure the IP network for video services.
2). Successfully deploying to the desktops and televisions.
3). Aggregating and distributing content.
Jane
Johnson, Library of Congress
This
paper provides an overview of MIC (Moving Image Collections, pronounced 'mike'),
a partnership of the Library of Congress and the Association of Moving Image
Archivists. The MIC website (http://mic.loc.gov) integrates a union catalog,
archive directory, and informational resources in a portal structure delivering
customized information on archival moving images, their preservation, and
the images themselves to diverse constituencies, including archivists, researchers,
educators, and the general public. Facilitating union catalog participation
is the mapping utility, which allows archives to map their own local metadata
schema into the MIC core registry for import. A cataloging utility developed
by Rutgers University Libraries and a service providers directory in development
at Georgia Tech are scheduled for launch this year.
MIC allows users to search across multiple repositories to find current,
detailed descriptions of moving images, and the images themselves, for the
first time.
Moreover, MIC enables collaborative preservation decision-making and management
on an international scale. Archivists can identify past preservation work
and emerging critical need, reducing duplication of effort, preventing loss
through deterioration, and ensuring that titles are preserved from the best
surviving footage. MIC seeks to raise awareness about preservation issues
and risks to our film, television and video heritage by educating readers
as to the care of home collections, the role of archives, and the preservation
process. MIC's expert contributors have created and gathered hundreds of informational
resources to illuminate these issues and fulfill the daily informational requirements
of working archivists.
Emerging from the National Moving Image Preservation Plans, MIC began as
a preservation initiative. MIC's innovative architecture and community-driven
development have allowed it to address the practical requirements of preserving
analog artifacts as it evolves into an R&D platform to explore the leading
edge of non-textual indexing, digital rights management, and educational use.
This presentation will focus on MIC's strategic objectives and ways in which
MIC enables preservation of moving images of all kinds.
Michal Krsek, CESNET, Czech Republic
The DistillerGrid System was developed at the beginning of 2006. Processing
metadata from multimedia files on the Internet is not an easy task, as millions
of URL entries need to be processed, and the sheer amount if information couldn't
be handled at this time. The presentation will highlight some of the features
of DistillerGrid as well as use computers in student labs for large scale
computing tasks.
Robb Lindgren, Roy Pea and
Joe Rosen
In this presentation we describe DIVER (Digital Interactive Video Exploration
and Reflection)-a web-based video collaboration software environment developed
at the Stanford Center for Innovations in Learning. DIVER was developed to
support fluid and coherent conversation around a video record by multiple
distributed participants, a process that we refer to as computer supported
collaborative video analysis, or CSCVA (Pea, Lindgren, & Rosen, 2006).
DIVER works by allowing users to view digital video clips inside of their
web browser, and to add text annotations to specific points in space and time
within the video; it's an authoring process we refer to as making a "dive"
(Pea, 2006). By controlling a viewing rectangle that is overlaid on the video,
a user can direct the attention of other users to the specific areas that
support the point or claim they wish to make. Additionally, DIVER allows users
to integrate commentary on multiple video sources into a single dive and also
to "remix" a dive into a stand-alone presentation showing only the
parts of the video the user has selected and the accompanying commentary.
Most importantly, DIVER gives users the ability to share their video analysis
by inviting others to make contributions to the same dive, or by sending specific
dive segments to others using email. The goal of the DIVER project is to make
video as fluid of a medium for supporting conversation and making references
as text.
We believe that DIVER can support a wide-range of video-based activities;
however we have been especially interested in using DIVER in research settings
and higher education. Several different academic institutions and research
projects are currently using DIVER to support their video-based activities.
A few examples: A group at Tufts Medical School has been uploading video of
doctors-in-training explaining to patients their medical condition so that
faculty members can make online evaluations of their communication skills.
At Stanford University a research team has uploaded over 40 hours of video
from interviews with families about their use of mathematics in the home.
The Institute of Education in Singapore has been using DIVER to facilitate
teacher education, and a resource center for foreign language teachers in
Viterbo, Italy has used the platform to support the teaching of conversational
English.
This presentation will demonstrate DIVER and its features for supporting
collaboration with video. We will show examples from some of the applications
of the software and we will discuss the theoretical challenges of CSCVA and
how DIVER has sought to address these challenges.
Pea, R. D. (2006). Video-as-data and digital video manipulation techniques
for transforming learning sciences research, education and other cultural
practices. In J. Weiss, J. Nolan & P. Trifonas (Eds.), International handbook
of virtual learning environments. Dordrecht: Kluwer Academic Publishing.
Pea, R., Lindgren, R., & Rosen, J. (2006). Computer-supported collaborative
video analysis. Proceedings of the Seventh International Conference of the
Learning Sciences (ICLS). Bloomington, Indiana. Mahwah, NJ: Erlbaum.
Debra Piecka, Duquesne University
This session will describe a series of workshops designed to train K-12 educators
about teaching with interactive videoconferencing. While participation in
distance based learning classes has swelled in higher education, opportunities
for distance based education in K-12 classrooms is still relatively novel.
Despite the growing usage of distance learning technologies, K-12 teachers
are slow to embrace the benefits of this technology. Many teachers are unsure
about how to use the equipment, search for programs, plan for collaboration
sessions, and assess their experiences. During a series of three workshops,
teachers receive "hands-on" training about utilizing the equipment.
These workshops aim to change the teachers' beliefs and understanding about
the advantages of using this technology for achieving lasting reform. Teachers
begin by learning about the benefits of interactive videoconferencing for
their classroom and make Internet protocol (IP) phone calls. Next, they learn
about planning considerations and online resources for programming and content
searches. Teachers collectively participate in an interactive session. Lastly,
teachers receive an assessment rubric to gauge their proficiency when teaching
with interactive videoconferencing.
Last
updated: February 19, 2007
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