hey guys,
I just put my proposal up but since I made the first draft a while ago it didn't show up as the most recent. So...unfortunately you have to scroll down a bit to see it. Sorry :(
Friday, September 21, 2007
Tuesday, September 18, 2007
Matt's Proposal
Title: Roundabout 'Rithmatic - Expressing Engineering in a New Light
Abstract: Many facets of engineering arern't readily obvious to a non-engineer. This project hopes to lift the veil of engineering, by showing real-life examples of engineering in a Rube Goldberg-type machine. Different aspects of engineering will be portrayed as the machine progresses, and as it performs each task, the machine will explain the theories occurring. The segments of engineering that will be examined are kinematics, fluid dynamics, electricity, magnetism, light, and possibly chemistry and heat transfer. The machine works its way to the final task, which is turning on a light bulb. This is to represent both one of the more significant pinicles of engineering, and also to, hopefully, represent the lightbulb that goes off in the head of the viewer.
Media Presentation: This project will have two separate media components. First, there will be a tactile exhibit, which I feel is integral to the project, as it will show cohesive examples to those who will be able to view the project firsthand. However, this doesn't have as great a reach as I would like. Therefore, I will also be creating an internet component, which will have the entire project filmed, along with the theory behind each individual component explained online.
Abstract: Many facets of engineering arern't readily obvious to a non-engineer. This project hopes to lift the veil of engineering, by showing real-life examples of engineering in a Rube Goldberg-type machine. Different aspects of engineering will be portrayed as the machine progresses, and as it performs each task, the machine will explain the theories occurring. The segments of engineering that will be examined are kinematics, fluid dynamics, electricity, magnetism, light, and possibly chemistry and heat transfer. The machine works its way to the final task, which is turning on a light bulb. This is to represent both one of the more significant pinicles of engineering, and also to, hopefully, represent the lightbulb that goes off in the head of the viewer.
Media Presentation: This project will have two separate media components. First, there will be a tactile exhibit, which I feel is integral to the project, as it will show cohesive examples to those who will be able to view the project firsthand. However, this doesn't have as great a reach as I would like. Therefore, I will also be creating an internet component, which will have the entire project filmed, along with the theory behind each individual component explained online.
Alexis' Proposal in Short
“Music is the universal language of mankind.” ~Henry Wadsworth Longfellow
Title: The Language We Don't Talk About: Hearing Time and Place in Film Scores
Abstract: This project delves into the world of musical color, specifically in relation to the creation of the sensation of a time and place in cinema. It is an in-depth exploration of this aspect of film music and its relationship with American culture via YOU (any American). This project argues the musical color in film scores has become a national language by comparing score motifs internationally and within American pop culture. It is targeted for any film listener (even the blind). It will be a pedagogical, interactive website (flash or html) that, if time permits, may launch a multi-layered, interactive game (flash).
Media Presentation & Justification: This thesis will include a flash website with film clips, sound clips, visual images, and game devices to allow decision making in order to let the user to declare their own connotations when they hear score motifs. This project should be in multimedia because "writing about music is like dancing about architecture" -Zappa. Also, this project requires the allowance of users to make decisions in a way that cannot be done in an essay. It is a personal discovery best revealed through interactivity.
Sunday, September 16, 2007
Sonia's Newest Proposal
I am studying the relationships of the concepts of duality within science and various religions. In science, especially physics, many of the important driving concepts have been forged using the idea of duality. This is how we discovered antiparticles, normal forces, and gravitational forces. I would like to explore dualistic relationships within religion, and find any correlations between those of religion and those of science. It is my belief that our reason for viewing our world "in pairs" stems from the ancient religions of our ancestors, and religion has always had a very important influence on scientific progress.
The religions that I will be researching are the religions of the more scientifically advanced civilizations, such as the Aztecs, the Greeks, etc. I also want to touch on the psychological aspect of duality, and why we, as human beings, feel the need to see everything with duality. Even when we cannot witness them, we claim that there are opposites to everything, that there are forces we cannot feel, dimensions we cannot see, microscopic symmetries and particles. Is it solely due to our social construction of the world, or is it possibly the way our mind works?
Platform:
I think that project will be done through Sophie. I want to make each segment a short movie clip or animation, and place them within some small amount of text. I think that having this platform makes the project much more interesting, and I'm hoping the animations will help explain some of the more complicated physical concepts. I also will do several interviews with both scientists and religious figures, as well as professors of religion. These will be interspersed throughout the project, with "hot buttons" to click to other segments or explanations. It's still a work in progress...I'm thinking about it!
The religions that I will be researching are the religions of the more scientifically advanced civilizations, such as the Aztecs, the Greeks, etc. I also want to touch on the psychological aspect of duality, and why we, as human beings, feel the need to see everything with duality. Even when we cannot witness them, we claim that there are opposites to everything, that there are forces we cannot feel, dimensions we cannot see, microscopic symmetries and particles. Is it solely due to our social construction of the world, or is it possibly the way our mind works?
Platform:
I think that project will be done through Sophie. I want to make each segment a short movie clip or animation, and place them within some small amount of text. I think that having this platform makes the project much more interesting, and I'm hoping the animations will help explain some of the more complicated physical concepts. I also will do several interviews with both scientists and religious figures, as well as professors of religion. These will be interspersed throughout the project, with "hot buttons" to click to other segments or explanations. It's still a work in progress...I'm thinking about it!
Saturday, September 15, 2007
Tiffany's second attempt
I am studying how everyday personal and social decisions affect happiness because I want to demonstrate how economic principles can explain differences in people’s self-reported levels of happiness. By doing so, I am trying to help the average person gain a better understanding of the discrepancies between perception and reality in the relationship between decisions and experiences and in turn, the user may learn simple concepts in economic theory in order to make more informed decisions that will have a positive effect on his happiness. Hence, my goal is to help the average layman learn about how to use economic analyses to make better decisions. I want my project to be both interactive and informative, and since I want this tool to be accessible to everyone, I may design my project as an online website.
Firstly, I am defining “happiness” as subjective well-being, quantifiable only by the user as a reflection of her personal level of satisfaction. I am going about making the argument that the average person does not correctly forecast or backcast his experienced happiness by developing a tool or simulation that mimics the process of making a decision. This may be accomplished by a four-fold method: 1. Have the user complete a questionnaire related to what is to be learned or decided upon. 2. The user will make an actual decision or complete a simple task similar to those summarized in textbooks. 3. The user will complete a post-task survey. 4. A results section will use economic analysis to explain their decision. The goal is to have the user come to the realization that their perception of a decision may be different from the actual outcome because the average person fails to take into consideration changes in aspirations and adaptation, as well as other social and economic forces that play a role in determining one’s happiness. Therefore, my contention is that the people do not accurately predict which actions will actually result in significant (lasting) improvements in their happiness.
The platform will be similar to a website with surveymonkey attached
My topic is narrow enough to cover in depth. I have not yet commenced any interviews, but believe that they may not be necessary if sufficient published material is available to reference. However, the details of my interface and planning process are rather vague and need to be carefully tailored to further the goal of this project and teach the average person how happiness relates to economics through a multimedia experience. Some other experiments I have identified that may be incorporated in the project are:
- The desire to see rewards for progress: People would rather choose to earn $30,000 one year, $40,000 the next, then $50,000 the following year, rather than earn $60,000, $50,000, and then $40,000, even though the latter is greater in absolute dollars. This experiment also introduces the ideas of aspiration and adaptation. I would probably go about doing this through a survey of 2-3 short questions relating to financial and social reward, followed by an explanation about why the user selected the answer she chose, and whether or not such choice was consistent with economic ideology.
- Remembering a general idea, but not details: Subjects reviewing a list of words will recall a general idea about the words, but do not remember them exactly and their mind will “fill in the blanks” and summarize, creating an inaccurate recollection of the event.
- Peak-end theory: What a subject remembers about an event is determined most strongly by the peak and end of the experience. For example, subjects would prefer to submerge their hands in ice water for a longer amount of time and then in warm water, than to submerge their hands in ice water for a significantly shorter amount of time, due to the peak-end theory.
Firstly, I am defining “happiness” as subjective well-being, quantifiable only by the user as a reflection of her personal level of satisfaction. I am going about making the argument that the average person does not correctly forecast or backcast his experienced happiness by developing a tool or simulation that mimics the process of making a decision. This may be accomplished by a four-fold method: 1. Have the user complete a questionnaire related to what is to be learned or decided upon. 2. The user will make an actual decision or complete a simple task similar to those summarized in textbooks. 3. The user will complete a post-task survey. 4. A results section will use economic analysis to explain their decision. The goal is to have the user come to the realization that their perception of a decision may be different from the actual outcome because the average person fails to take into consideration changes in aspirations and adaptation, as well as other social and economic forces that play a role in determining one’s happiness. Therefore, my contention is that the people do not accurately predict which actions will actually result in significant (lasting) improvements in their happiness.
The platform will be similar to a website with surveymonkey attached
My topic is narrow enough to cover in depth. I have not yet commenced any interviews, but believe that they may not be necessary if sufficient published material is available to reference. However, the details of my interface and planning process are rather vague and need to be carefully tailored to further the goal of this project and teach the average person how happiness relates to economics through a multimedia experience. Some other experiments I have identified that may be incorporated in the project are:
- The desire to see rewards for progress: People would rather choose to earn $30,000 one year, $40,000 the next, then $50,000 the following year, rather than earn $60,000, $50,000, and then $40,000, even though the latter is greater in absolute dollars. This experiment also introduces the ideas of aspiration and adaptation. I would probably go about doing this through a survey of 2-3 short questions relating to financial and social reward, followed by an explanation about why the user selected the answer she chose, and whether or not such choice was consistent with economic ideology.
- Remembering a general idea, but not details: Subjects reviewing a list of words will recall a general idea about the words, but do not remember them exactly and their mind will “fill in the blanks” and summarize, creating an inaccurate recollection of the event.
- Peak-end theory: What a subject remembers about an event is determined most strongly by the peak and end of the experience. For example, subjects would prefer to submerge their hands in ice water for a longer amount of time and then in warm water, than to submerge their hands in ice water for a significantly shorter amount of time, due to the peak-end theory.
Friday, September 14, 2007
Olivia's Proposal
Here's a brief recap of my proposal -
Content:
The focus of my thesis argument surrounds the edification of campy B teen sci-fi/fantasy films of the 1980s as academically, scholastically, and historically valuable. Namely, I will be taking a cultural studies approach to the genre to explore how these films reflect their era, their creators, and how they reflect the dominant (or counter-culture) ideology. The fact is that "B films" are not generally seen as viable sources for mainstream film studies and are instead relegated to cult phenomena. While I understand that these films did not play a particularly obvious or intentional role in the construction/advancement of film history and language, it is also obvious that their role is severely under represented. The fact that they do have a fan following proves that they are playing a role in film. It is my objective to show how these films have affected the bigger budget Blockbusters throughout the decades and, most importantly, to show the 1980s as a decade when "B films" were not in the film world but a key element in the development of the modern day Blockbuster.
Format:
My media presentation of this thesis will be displayed as an interactive website. The user will be able to choose from a selection of categories that will each display different information on the genre (a time line of the progression of the genre, a flash video with hyperlinked pop up windows that display further information on the content, and a game/quiz page where the user can test their knowledge of the era and/or films). Aesthetically, I am really aiming to have the feel of a fan-based website. I will definitely be drawing from other websites based on B-films for inspiration. I want the users to not feel bombarded with information but instead be interested in the theories and facts they might not have thought about. To encourage the users to express their own analysis and share information, I want each page to have an interactive commentary. Here the users can annotate the given information, find links to other relevant sites, and identify further references or examples. Also, ideally there would be a link on each page to a forum where the users can discuss/contest the site content and hold open discussions about the genre.
So, that's all for now!
Content:
The focus of my thesis argument surrounds the edification of campy B teen sci-fi/fantasy films of the 1980s as academically, scholastically, and historically valuable. Namely, I will be taking a cultural studies approach to the genre to explore how these films reflect their era, their creators, and how they reflect the dominant (or counter-culture) ideology. The fact is that "B films" are not generally seen as viable sources for mainstream film studies and are instead relegated to cult phenomena. While I understand that these films did not play a particularly obvious or intentional role in the construction/advancement of film history and language, it is also obvious that their role is severely under represented. The fact that they do have a fan following proves that they are playing a role in film. It is my objective to show how these films have affected the bigger budget Blockbusters throughout the decades and, most importantly, to show the 1980s as a decade when "B films" were not in the film world but a key element in the development of the modern day Blockbuster.
Format:
My media presentation of this thesis will be displayed as an interactive website. The user will be able to choose from a selection of categories that will each display different information on the genre (a time line of the progression of the genre, a flash video with hyperlinked pop up windows that display further information on the content, and a game/quiz page where the user can test their knowledge of the era and/or films). Aesthetically, I am really aiming to have the feel of a fan-based website. I will definitely be drawing from other websites based on B-films for inspiration. I want the users to not feel bombarded with information but instead be interested in the theories and facts they might not have thought about. To encourage the users to express their own analysis and share information, I want each page to have an interactive commentary. Here the users can annotate the given information, find links to other relevant sites, and identify further references or examples. Also, ideally there would be a link on each page to a forum where the users can discuss/contest the site content and hold open discussions about the genre.
So, that's all for now!
Thursday, September 13, 2007
Beth's Proposal
Toxin-Antitoxin Pairs in Escherichia coli
BACKGROUND
Toxin-antitoxin (TA) pairs are gene pairs that encode a stable toxin protein and a labile antitoxin protein. In a healthy cell, the toxin protein and the antitoxin protein bind together to form a complex that is harmless to the cell. If, however, the cell loses the gene pair, production of the two proteins ceases, the unstable antitoxin is rapidly degraded, and the toxin accumulates, eventually poisoning and killing the cell. There are at least ten of these TA pairs on the E. coli genome, and we want to figure out why they're there. We believe that these TA pairs exist as part of a quality control mechanism that protects the larger, healthy population by causing a damaged cell to enter a programmed cell death pathway. We know that in competition, a population of E. coli cells lacking just one TA pair is less fit than a wild type population containing all ten of the TA pairs. Thus the focus of my research is to determine a hierarchy of fitness for seven of these TA pairs, that is, the order of importance of seven of these TA pairs. I will be utilizing basic microgiological and newer molecular biological technqiues to accomplish this.
IML THESIS PROJECT
My IML thesis will be a Flash-based, interactive multimedia version of a written scientific paper. This project is intended for a scientific community, but should be relatively accessible to a larger audience. The final project will consist of the basic components of a scientific paper - Abstract, Introduction, Materials and Methods, Results, Discussion and Conclusion, References (though perhaps not presented as such) - as well as several multimedia components (illustrations, animations, videos, etc.) that will explicate difficult subject matter and illustrate important aspects of the research endeavor.
BACKGROUND
Toxin-antitoxin (TA) pairs are gene pairs that encode a stable toxin protein and a labile antitoxin protein. In a healthy cell, the toxin protein and the antitoxin protein bind together to form a complex that is harmless to the cell. If, however, the cell loses the gene pair, production of the two proteins ceases, the unstable antitoxin is rapidly degraded, and the toxin accumulates, eventually poisoning and killing the cell. There are at least ten of these TA pairs on the E. coli genome, and we want to figure out why they're there. We believe that these TA pairs exist as part of a quality control mechanism that protects the larger, healthy population by causing a damaged cell to enter a programmed cell death pathway. We know that in competition, a population of E. coli cells lacking just one TA pair is less fit than a wild type population containing all ten of the TA pairs. Thus the focus of my research is to determine a hierarchy of fitness for seven of these TA pairs, that is, the order of importance of seven of these TA pairs. I will be utilizing basic microgiological and newer molecular biological technqiues to accomplish this.
IML THESIS PROJECT
My IML thesis will be a Flash-based, interactive multimedia version of a written scientific paper. This project is intended for a scientific community, but should be relatively accessible to a larger audience. The final project will consist of the basic components of a scientific paper - Abstract, Introduction, Materials and Methods, Results, Discussion and Conclusion, References (though perhaps not presented as such) - as well as several multimedia components (illustrations, animations, videos, etc.) that will explicate difficult subject matter and illustrate important aspects of the research endeavor.
Friday, September 7, 2007
Rachel Kerry's proposal
My IML Project is going to focus on developing multimedia performance art.
While multimedia is very chic for the theatre world right now, very few artists are successful in their attempts to fully integrate it onto the stage. The novelty of these new forms rarely supports creative content. In response, many theatre companies are chucking new media and embracing the manifestos of physical artists (such as Grotowsky)
Using an original script, I intend to produce a full length play that integrates multimedia into the artistic language of the stage. In addition to that, I mean to create a smaller scale (yet more multimedia reliant) performance that focuses primarily on one character's 15 minute monologue.
At this point, the piece is conceptually simple. Three hanging scrims with multimedia tableaus as a means to articulate the emotional landscapes of the piece. The key will be to find a way in which the actor can interact with the media instead of relying on it (or worse, ignoring it).
By December I hope to have the smaller-scale piece prepared as well as the pre-rehearsal arrangements for full-scale production.
While multimedia is very chic for the theatre world right now, very few artists are successful in their attempts to fully integrate it onto the stage. The novelty of these new forms rarely supports creative content. In response, many theatre companies are chucking new media and embracing the manifestos of physical artists (such as Grotowsky)
Using an original script, I intend to produce a full length play that integrates multimedia into the artistic language of the stage. In addition to that, I mean to create a smaller scale (yet more multimedia reliant) performance that focuses primarily on one character's 15 minute monologue.
At this point, the piece is conceptually simple. Three hanging scrims with multimedia tableaus as a means to articulate the emotional landscapes of the piece. The key will be to find a way in which the actor can interact with the media instead of relying on it (or worse, ignoring it).
By December I hope to have the smaller-scale piece prepared as well as the pre-rehearsal arrangements for full-scale production.
Elissa Stooker's proposal
The Third Wheel: The Relationship between Radio, the Record Companies, and the Government
Working in radio this summer, I came to realize that no one in the general public knows what REALLY goes on behind the scenes in radio. I would like to create either a fun DVD or website that will explain how radio works, how the record companies work with radio, and the kinks that new payola regulations have thrown in this relationship.
I'd like to set it up as following:
- a diagnostic quiz to figure out what, if anything the user knows.
- an explanation of what payola is. a definition, history, and the current regulations
- a choice of whether to act as a record company or a radio station manager. the record company view will allow the user to act as a record company in dealing with radio, and learning about that relationship. the radio will act as the radio and view the relationship from the opposite perspective. throughout this exploration examples of radio/record company interaction will pop up, allowing the user to learn what to do. for instance, a box of CDs will appear in the radio office, and you will have to log them in the system in order to continue.
- finally, a quiz with consequences. if you pass, you'll get a raise, and if you fail, you'll get fined!
Working in radio this summer, I came to realize that no one in the general public knows what REALLY goes on behind the scenes in radio. I would like to create either a fun DVD or website that will explain how radio works, how the record companies work with radio, and the kinks that new payola regulations have thrown in this relationship.
I'd like to set it up as following:
- a diagnostic quiz to figure out what, if anything the user knows.
- an explanation of what payola is. a definition, history, and the current regulations
- a choice of whether to act as a record company or a radio station manager. the record company view will allow the user to act as a record company in dealing with radio, and learning about that relationship. the radio will act as the radio and view the relationship from the opposite perspective. throughout this exploration examples of radio/record company interaction will pop up, allowing the user to learn what to do. for instance, a box of CDs will appear in the radio office, and you will have to log them in the system in order to continue.
- finally, a quiz with consequences. if you pass, you'll get a raise, and if you fail, you'll get fined!
Wednesday, September 5, 2007
Ashley Hsieh's proposal
My thesis project is about Wong Kar-wai's film Chungking Express and what it reveals about the relationship between the transnational and the local. The film is heavily influenced by foreign and transnational elements. For example, the characters speak different languages other than Cantonese, the characters eat Western food and listen to America, raggae and Punjabi music. The space in which the characters occupy is heavily transnational, a merger of different and unexpected cultures. I want to ask the audience whether Chungking Express reflects a Hong Kong devoid of local "Hong Kong" culture or whether the Hong Kong portrayed is a reflection of how modern and global the city actually is. If I don't have enough time to do this, I think I'll just narrow it down to how Chungking Express reveals the transnational nature of Hong Kong although I consider that to be sort of boring and probably not as "multimedia" friendly.
My project will be an interactive DVD. It will basically open with a video of the history of Hong Kong: how it used to be a territory of China and part of its tianxia, or cultural kingdom, how it was colonized by Britain for 99 years and became a territory of free trade, thereby attracting a number of foreign investors and its eventual return to China in 1997 (although it will not be under Chinese governmental control until 2047). Because the film takes place in 1994, I will not go in depth about 1997 but rather use it as a date of apprehension.
There will then be three platforms: the first explores a bar and the transnational elements present in Chungking Express; the second explores an apartment or hotel and explores the identity crises present in the film; and the last is where you decide whether the film is a criticism of Hong Kong's lack of local culture or is merely a reflection of Hong Kong as a global city.
My project will be an interactive DVD. It will basically open with a video of the history of Hong Kong: how it used to be a territory of China and part of its tianxia, or cultural kingdom, how it was colonized by Britain for 99 years and became a territory of free trade, thereby attracting a number of foreign investors and its eventual return to China in 1997 (although it will not be under Chinese governmental control until 2047). Because the film takes place in 1994, I will not go in depth about 1997 but rather use it as a date of apprehension.
There will then be three platforms: the first explores a bar and the transnational elements present in Chungking Express; the second explores an apartment or hotel and explores the identity crises present in the film; and the last is where you decide whether the film is a criticism of Hong Kong's lack of local culture or is merely a reflection of Hong Kong as a global city.
Tiffany Ikeda's proposal
I am studying how everyday personal and social decisions affect happiness because I want to demonstrate how economic principles can explain differences in people’s self-reported levels of happiness. By doing so, I am trying to help the average person gain a better understanding of the discrepancies between perception and reality in the relationship between decisions and experiences and in turn, the user may learn simple concepts in economic theory in order to make more informed decisions that will have a positive effect on his happiness. Hence, my goal is to help the average layman learn about how to use economic analyses to make better decisions. I want my project to be both interactive and informative, and since I want this tool to be accessible to everyone, I may design my project as an online website.
I am going about making the argument that the average person does not correctly forecast or backcast his experienced happiness by developing a tool or simulation that mimics the process of making a decision. This may be accomplished by a four-fold method: 1. Have the user complete a questionnaire related to what is to be learned or decided upon. 2. The user will make an actual decision or complete a simple task similar to those summarized in textbooks. 3. The user will complete a post-task survey. 4. A results section will use economic analysis to explain their decision. The goal is to have the user come to the realization that their perception of a decision may be different from the actual outcome because the average person fails to take into consideration changes in aspirations and adaptation, as well as other social and economic forces that play a role in determining one’s happiness.
My topic is narrow enough to cover in depth. However, the details of my methodology are rather vague and need to be carefully tailored to further the goal of this project and teach the average person how happiness relates to economics through a multimedia experience. Some other experiments I have identified that may be incorporated in the project are:
- The desire to see rewards for progress: People would rather choose to earn $30,000 one year, $40,000 the next, then $50,000 the following year, rather than earn $60,000, $50,000, and then $40,000, even though the latter is greater in absolute dollars. This experiment also introduces the ideas of aspiration and adaptation.
- Remembering a general idea, but not details: Subjects reviewing a list of words will recall a general idea about the words, but do not remember them exactly and their mind will “fill in the blanks” and summarize, creating an inaccurate recollection of the event.
I am going about making the argument that the average person does not correctly forecast or backcast his experienced happiness by developing a tool or simulation that mimics the process of making a decision. This may be accomplished by a four-fold method: 1. Have the user complete a questionnaire related to what is to be learned or decided upon. 2. The user will make an actual decision or complete a simple task similar to those summarized in textbooks. 3. The user will complete a post-task survey. 4. A results section will use economic analysis to explain their decision. The goal is to have the user come to the realization that their perception of a decision may be different from the actual outcome because the average person fails to take into consideration changes in aspirations and adaptation, as well as other social and economic forces that play a role in determining one’s happiness.
My topic is narrow enough to cover in depth. However, the details of my methodology are rather vague and need to be carefully tailored to further the goal of this project and teach the average person how happiness relates to economics through a multimedia experience. Some other experiments I have identified that may be incorporated in the project are:
- The desire to see rewards for progress: People would rather choose to earn $30,000 one year, $40,000 the next, then $50,000 the following year, rather than earn $60,000, $50,000, and then $40,000, even though the latter is greater in absolute dollars. This experiment also introduces the ideas of aspiration and adaptation.
- Remembering a general idea, but not details: Subjects reviewing a list of words will recall a general idea about the words, but do not remember them exactly and their mind will “fill in the blanks” and summarize, creating an inaccurate recollection of the event.
Xing Chen's proposal
I am going to conduct lab research in an aspect of Neuroscience and then use my procedures and my findings to create a multimedia presentation. The project will be strengthened by similar research and findings which I will also present in multimedia. Since my lab situation is not yet solidified, I am laying out the project as a frame into which the work will ultimately be placed. I'm focused on quality of content above anything else, but work involving imaging, network pathways, communication between brain regions, should lend itself decently to a media presentation. Right now, I am planning the possible ways of laying out the background research, goals, methods, and so on and the modes of presenting the info with visuals, and links to pertinent sources such as websites and journals. Using multimedia, I will be able to show more complexity than using words alone.
Tuesday, September 4, 2007
Updated proposals for those who got short-shifted
Again, I apologize to those of you who did not get a chance to speak in class. Go ahead and register in order to comment, all of you, and, meanwhile I will add a post for each person who will then be able to add their information (if you've trouble, just email it to me for posting) and each of us will then comment by Friday. My records show that the following people didn't get a chance today: Xing, Ash, Tiffany, Rachel & Elissa. Eventually we will all have work up here.....
Today's class
We have a lot of work today so I thought I'd post an agenda to keep us on task:
- portal login
- look for common times (again) Mon, Thu, Fri
- class on 9.18
- quick & dirty feedback on proposals (everyone jots notes on pages provided)
- identify your 3 action steps and email them to me (vkuhn@usc.edu w/"440 steps as subject line) by Friday 9.7 at 5:00 pm. action steps can include: annotation of main sources, storyboarding, script, platform tutorial/workshop, survey creation/feedback, draft in selected platform...
- portal login
- look for common times (again) Mon, Thu, Fri
- class on 9.18
- quick & dirty feedback on proposals (everyone jots notes on pages provided)
- identify your 3 action steps and email them to me (vkuhn@usc.edu w/"440 steps
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