5,360 research outputs found

    An American Knightmare: Joker, Fandom, and Malicious Movie Meaning-Making

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    This monograph concerns the long-standing communication problem of how individuals can identify and resist the influence of unethical public speakers. Scholarship on the issue of what Socrates & Plato called the “Evil Lover” – i.e., the ill-intended rhetor – began with the Greek philosophers, but has carried into [post]Modern anxieties. For instance, the study of Nazi propaganda machines, and the rhetoric of Hitler himself, rejuvenated interest in the study of speech and communication in the U.S. and Europe. Whereas unscrupulous sophists used lectures and legal forums, and Hitler used a microphone, contemporary Evil Lovers primarily draw on new, internet-related tools to share their malicious influence. These new tools of influence are both more far-reaching and more subtle than the traditional practices of listening to a designated speaker appearing at an overtly political event. Rhetorician Ashley Hinck has recently noted the ways that popular culture – communication about texts which are commonly accessible and shared – are now significant sites through which citizens learn moral and political values. Accordingly, the talk of internet influencers who interpret popular texts for other fans has the potential to constitute strong persuasive power regarding ethics and civic responsibility. The present work identifies and responds to a particular case example of popular culture text that has been recently, and frequently, leveraged in moral and civic discourses: Todd Phillips’ Joker. Specifically, this study takes a hermeneutic approach to understanding responses, especially those explicitly invoking political ideology, to Joker as a method of examining civic meaning-making. A special emphasis is placed on the online film criticisms of Joker from white nationalist movie fans, who clearly exemplify ways that media responses can be leveraged by unethical speakers (i.e., Evil Lovers) and subtly diffused. The study conveys that these racist movie fans can embed values related to “trolling,” incelism, and xenophobia into otherwise seemingly innocuous talk about film. While the sharing of such speech does not immediately mean its positive reception, this kind of communication yet constitutes a new and understudied attack on democratic values such as justice and equity. The case of white nationalist movie fan film criticism therefore reflects a particular brand of communicative strategy for contemporary Evil Lovers in communicating unethical messages under the covert guise of mundane movie talk

    Comparative Multiple Case Study into the Teaching of Problem-Solving Competence in Lebanese Middle Schools

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    This multiple case study investigates how problem-solving competence is integrated into teaching practices in private schools in Lebanon. Its purpose is to compare instructional approaches to problem-solving across three different programs: the American (Common Core State Standards and New Generation Science Standards), French (Socle Commun de Connaissances, de Compétences et de Culture), and Lebanese with a focus on middle school (grades 7, 8, and 9). The project was conducted in nine schools equally distributed among three categories based on the programs they offered: category 1 schools offered the Lebanese program, category 2 the French and Lebanese programs, and category 3 the American and Lebanese programs. Each school was treated as a separate case. Structured observation data were collected using observation logs that focused on lesson objectives and specific cognitive problem-solving processes. The two logs were created based on a document review of the requirements for the three programs. Structured observations were followed by semi-structured interviews that were conducted to explore teachers' beliefs and understandings of problem-solving competence. The comparative analysis of within-category structured observations revealed an instruction ranging from teacher-led practices, particularly in category 1 schools, to more student-centered approaches in categories 2 and 3. The cross-category analysis showed a reliance on cognitive processes primarily promoting exploration, understanding, and demonstrating understanding, with less emphasis on planning and executing, monitoring and reflecting, thus uncovering a weakness in addressing these processes. The findings of the post-observation semi-structured interviews disclosed a range of definitions of problem-solving competence prevalent amongst teachers with clear divergences across the three school categories. This research is unique in that it compares problem-solving teaching approaches across three different programs and explores underlying teachers' beliefs and understandings of problem-solving competence in the Lebanese context. It is hoped that this project will inform curriculum developers about future directions and much-anticipated reforms of the Lebanese program and practitioners about areas that need to be addressed to further improve the teaching of problem-solving competence

    Fairness Testing: A Comprehensive Survey and Analysis of Trends

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    Unfair behaviors of Machine Learning (ML) software have garnered increasing attention and concern among software engineers. To tackle this issue, extensive research has been dedicated to conducting fairness testing of ML software, and this paper offers a comprehensive survey of existing studies in this field. We collect 100 papers and organize them based on the testing workflow (i.e., how to test) and testing components (i.e., what to test). Furthermore, we analyze the research focus, trends, and promising directions in the realm of fairness testing. We also identify widely-adopted datasets and open-source tools for fairness testing

    Facilitating prosociality through technology: Design to promote digital volunteerism

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    Volunteerism covers many activities involving no financial rewards for volunteers but which contribute to the common good. There is existing work in designing technology for volunteerism in HumanComputer Interaction (HCI) and related disciplines that focuses on motivation to improve performance, but it does not account for volunteer wellbeing. Here, I investigate digital volunteerism in three case studies with a focus on volunteer motivation, engagement, and wellbeing. My research involved volunteers and others in the volunteering context to generate recommendations for a volunteer-centric design for digital volunteerism. The thesis has three aims: 1. To investigate motivational aspects critical for enhancing digital volunteers’ experiences 2. To identify digital platform attributes linked to volunteer wellbeing 3. To create guidelines for effectively supporting volunteer engagement in digital volunteering platforms In the first case study I investigate the design of a chat widget for volunteers working in an organisation with a view to develop a design that improves their workflow and wellbeing. The second case study investigates the needs, motivations, and wellbeing of volunteers who help medical students improve their medical communication skills. An initial mixed-methods study was followed by an experiment comparing two design strategies to improve volunteer relatedness; an important indicator of wellbeing. The third case study looks into volunteer needs, experiences, motivations, and wellbeing with a focus on volunteer identity and meaning-making on a science-based research platform. I then analyse my findings from these case studies using the lens of care ethics to derive critical insights for design. The key contributions of this thesis are design strategies and critical insights, and a volunteer-centric design framework to enhance the motivation, wellbeing and engagement of digital volunteers

    Human-Art: A Versatile Human-Centric Dataset Bridging Natural and Artificial Scenes

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    Humans have long been recorded in a variety of forms since antiquity. For example, sculptures and paintings were the primary media for depicting human beings before the invention of cameras. However, most current human-centric computer vision tasks like human pose estimation and human image generation focus exclusively on natural images in the real world. Artificial humans, such as those in sculptures, paintings, and cartoons, are commonly neglected, making existing models fail in these scenarios. As an abstraction of life, art incorporates humans in both natural and artificial scenes. We take advantage of it and introduce the Human-Art dataset to bridge related tasks in natural and artificial scenarios. Specifically, Human-Art contains 50k high-quality images with over 123k person instances from 5 natural and 15 artificial scenarios, which are annotated with bounding boxes, keypoints, self-contact points, and text information for humans represented in both 2D and 3D. It is, therefore, comprehensive and versatile for various downstream tasks. We also provide a rich set of baseline results and detailed analyses for related tasks, including human detection, 2D and 3D human pose estimation, image generation, and motion transfer. As a challenging dataset, we hope Human-Art can provide insights for relevant research and open up new research questions.Comment: CVPR202

    The Adirondack Chronology

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    The Adirondack Chronology is intended to be a useful resource for researchers and others interested in the Adirondacks and Adirondack history.https://digitalworks.union.edu/arlpublications/1000/thumbnail.jp

    Writing the Past in Twenty-first-century American Fiction

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    How to Be a God

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    When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers. Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong. Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice. That’s today’s designers. Tomorrow’s will have a whole new set of questions to answer. The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves? How should we be gods

    Graphical scaffolding for the learning of data wrangling APIs

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    In order for students across the sciences to avail themselves of modern data streams, they must first know how to wrangle data: how to reshape ill-organised, tabular data into another format, and how to do this programmatically, in languages such as Python and R. Despite the cross-departmental demand and the ubiquity of data wrangling in analytical workflows, the research on how to optimise the instruction of it has been minimal. Although data wrangling as a programming domain presents distinctive challenges - characterised by on-the-fly syntax lookup and code example integration - it also presents opportunities. One such opportunity is how tabular data structures are easily visualised. To leverage the inherent visualisability of data wrangling, this dissertation evaluates three types of graphics that could be employed as scaffolding for novices: subgoal graphics, thumbnail graphics, and parameter graphics. Using a specially built e-learning platform, this dissertation documents a multi-institutional, randomised, and controlled experiment that investigates the pedagogical effects of these. Our results indicate that the graphics are well-received, that subgoal graphics boost the completion rate, and that thumbnail graphics improve navigability within a command menu. We also obtained several non-significant results, and indications that parameter graphics are counter-productive. We will discuss these findings in the context of general scaffolding dilemmas, and how they fit into a wider research programme on data wrangling instruction
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