Deep Convolutional Embedding for Painting Clustering: Case Study on Picasso's...Gennaro Vessio
This document proposes using a Deep Convolutional Embedding method to cluster Pablo Picasso's artworks in an unsupervised manner based on visual features. It trains an autoencoder to learn a nonlinear mapping of the artwork images to a latent space, then performs k-means clustering in that space. Testing on a database of 439 Picasso paintings, it achieved good clustering performance according to evaluation metrics. Future work will label clusters based on art literature and analyze the encoder to identify distinguishing objects that drove the clustering.
Integrating Contextual Knowledge to Visual Features for Fine Art ClassificationGennaro Vessio
This document discusses a method for integrating contextual knowledge from knowledge graphs with visual features from images to improve fine art classification. It presents ArtGraph, a knowledge graph created from WikiArt and DBpedia containing contextual information about artworks. A multi-task multi-modal classification model is developed that extracts graph embeddings from ArtGraph to provide contextual information about artworks, which is combined with visual features extracted from images using ResNet50 to improve classification accuracy. Experimental results on artwork images show that incorporating contextual knowledge from the knowledge graph leads to better classification performance compared to using visual features alone.
This document discusses research into using AI to better understand art. It describes how digitized art collections now allow computer vision techniques to be applied. The research had three goals: first, to find visual similarities between paintings without human annotation; second, to improve clustering of artworks; and third, to incorporate contextual information like artistic relationships. Unsupervised methods were able to retrieve visually similar works. Deep learning improved clustering but focused on genre over style. A knowledge graph combining WikiArt and DBpedia data with relationships between artists and works aims to address this. Overall, the research seeks to make art collections more accessible and spread cultural knowledge through automated analysis.
Deep Convolutional Embedding for Digitized Painting ClusteringGennaro Vessio
This document proposes using a deep convolutional neural network to embed digitized paintings into a latent space, where k-means clustering is applied to group the paintings based on visual features. The method is evaluated on a database of paintings from 50 artists from 9 stylistic periods. Quantitative results show the deep clustering approach outperforms other methods based on silhouette coefficient and Calinski-Harabasz index. Qualitative results demonstrate the model groups paintings by style with coarse clusters and uses both style and content features with finer clusters.
A Brief Overview of Deep Learning Approaches to Paintings and DrawingsGennaro Vessio
This document provides an overview of deep learning approaches for analyzing paintings and drawings. It discusses how deep learning models can learn representations from pixel data to classify artworks by style, artist, or time period. Common deep learning architectures used include convolutional neural networks, object detectors, and generative adversarial networks. The document also outlines several influential studies applying deep learning to tasks like artwork generation, retrieval, and analysis. It concludes by discussing challenges such as developing models that generalize across domains and using neuro-symbolic learning to explain machine decisions.
This document discusses the development of "c-books", which are interactive e-books that aim to foster creative thinking. C-books will contain widgets that allow for dynamic manipulation and constructionism. They will also support collaborative design and will include analytics of how readers interact with the content. The project aims to determine if c-books could serve as a new type of expressive medium and promote social creativity and mathematical thinking in new ways. Key goals are to integrate diverse interactive elements, enable collaborative authoring, and analyze usage data. The project researchers are evaluating how effectively c-books can engage readers and generate novel outcomes through a design process within a community.
Deep Convolutional Embedding for Painting Clustering: Case Study on Picasso's...Gennaro Vessio
This document proposes using a Deep Convolutional Embedding method to cluster Pablo Picasso's artworks in an unsupervised manner based on visual features. It trains an autoencoder to learn a nonlinear mapping of the artwork images to a latent space, then performs k-means clustering in that space. Testing on a database of 439 Picasso paintings, it achieved good clustering performance according to evaluation metrics. Future work will label clusters based on art literature and analyze the encoder to identify distinguishing objects that drove the clustering.
Integrating Contextual Knowledge to Visual Features for Fine Art ClassificationGennaro Vessio
This document discusses a method for integrating contextual knowledge from knowledge graphs with visual features from images to improve fine art classification. It presents ArtGraph, a knowledge graph created from WikiArt and DBpedia containing contextual information about artworks. A multi-task multi-modal classification model is developed that extracts graph embeddings from ArtGraph to provide contextual information about artworks, which is combined with visual features extracted from images using ResNet50 to improve classification accuracy. Experimental results on artwork images show that incorporating contextual knowledge from the knowledge graph leads to better classification performance compared to using visual features alone.
This document discusses research into using AI to better understand art. It describes how digitized art collections now allow computer vision techniques to be applied. The research had three goals: first, to find visual similarities between paintings without human annotation; second, to improve clustering of artworks; and third, to incorporate contextual information like artistic relationships. Unsupervised methods were able to retrieve visually similar works. Deep learning improved clustering but focused on genre over style. A knowledge graph combining WikiArt and DBpedia data with relationships between artists and works aims to address this. Overall, the research seeks to make art collections more accessible and spread cultural knowledge through automated analysis.
Deep Convolutional Embedding for Digitized Painting ClusteringGennaro Vessio
This document proposes using a deep convolutional neural network to embed digitized paintings into a latent space, where k-means clustering is applied to group the paintings based on visual features. The method is evaluated on a database of paintings from 50 artists from 9 stylistic periods. Quantitative results show the deep clustering approach outperforms other methods based on silhouette coefficient and Calinski-Harabasz index. Qualitative results demonstrate the model groups paintings by style with coarse clusters and uses both style and content features with finer clusters.
A Brief Overview of Deep Learning Approaches to Paintings and DrawingsGennaro Vessio
This document provides an overview of deep learning approaches for analyzing paintings and drawings. It discusses how deep learning models can learn representations from pixel data to classify artworks by style, artist, or time period. Common deep learning architectures used include convolutional neural networks, object detectors, and generative adversarial networks. The document also outlines several influential studies applying deep learning to tasks like artwork generation, retrieval, and analysis. It concludes by discussing challenges such as developing models that generalize across domains and using neuro-symbolic learning to explain machine decisions.
This document discusses the development of "c-books", which are interactive e-books that aim to foster creative thinking. C-books will contain widgets that allow for dynamic manipulation and constructionism. They will also support collaborative design and will include analytics of how readers interact with the content. The project aims to determine if c-books could serve as a new type of expressive medium and promote social creativity and mathematical thinking in new ways. Key goals are to integrate diverse interactive elements, enable collaborative authoring, and analyze usage data. The project researchers are evaluating how effectively c-books can engage readers and generate novel outcomes through a design process within a community.
SkyView is an app that allows users to view the night sky from their phone by opening the app and pointing their phone to the sky, which then shows the stars, planets, constellations, and satellites visible above the user's location. It has a 4+ star rating on iTunes and provides an interactive experience for students to see what is around them while giving teachers a hands-on tool.
Sky Map is also an app that allows users to see the night sky in the palm of their hand and shows where stars and planets are in relation to the user, displaying all names and constellations on screen. It has a 3+ star rating on iTunes and lets teachers show students where they stand in the solar system
Khaja Anwaruddin is a civil engineer from Jeddah, Saudi Arabia seeking a position with a progressive organization. He has over 5 years of experience as a civil engineer in Saudi Arabia and India, working on projects such as residential buildings, showrooms, and refurbishments. His responsibilities include planning, estimating, scheduling, procurement, and ensuring work meets specifications. He has a B.Tech in civil engineering and certifications in quantity surveying, Staad Pro, E-Tabs, Primavera, and AutoCAD.
ICT Guides is a resource that aims to highlight digital arts and humanities projects, facilitate communities of practice around these projects, and develop a taxonomy of digital methods. It provides useful information for new and established researchers in the digital humanities by featuring project examples and investing in skills development. Future plans include creating a tools repository that uses version control software to support collaborative development of digital tools.
McSquared project Communities of Interest production in Cycle 1Christian Mercat
The production of the first Cycle of the mcSquared project by the four Communities of Interest (CoI), UK, Greece, France and Spain. Especially screenshots of four chosen c-books.
Lorna hughes 12 05-2013 NeDiMAH and ontology for DHlorna_hughes
This document describes NeDiMAH, a network examining the use of digital methods in the arts and humanities. NeDiMAH is funded by the European Science Foundation and chaired by Lorna Hughes. It aims to research advanced ICT methods, develop activities/publications/networking, and create a map of digital humanities in Europe and a taxonomy of methods. NeDiMAH includes 16 supporting member organizations and has working groups on topics like spatial modeling, visualization, and scholarly publishing. A key output will be a formal ontology of digital methods to provide evidence of their use and enable evaluation of digital humanities projects.
The document discusses the role of universities in supporting the creative industries. It notes that the creative industries are major sources of innovation and help advance technology. Universities play an important role by producing and sharing knowledge, often through collaborative projects between artists, technologists, and academics. These collaborations can generate emergent value but it is difficult to capture and articulate that value using traditional business models. The document examines case studies to understand how value is created and how relationships maintain their innovative power over time. It concludes that successful models first create conditions for creativity, then stabilize emerging ideas, and finally enable monetary exchange of codified knowledge.
This document summarizes a workshop on Explorations in the Digital Humanities that will take place from September 6-9, 2016 in Lisbon, Portugal. The workshop consists of 4 modules led by international scholars on topics like network analysis, spatial visualization, augmenting historical data, and reading historical maps. Each module will include a presentation, discussion of participant research projects, and hands-on work with digital tools. The workshop aims to provide practical guidance to master's, PhD, and postdoctoral researchers on applying digital methods and tools to their humanities and social science projects. A maximum of 10 participants can enroll in each of the 1-4 day modules, with costs of €15-50 depending on the number attended.
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This document discusses a hands-on teaching session for a Masters course that introduced students to learning analytics and educational data mining. The session aimed to help students understand how these methods can complement traditional research approaches. Students used RapidMiner and Weka tools to conduct exploratory data analysis on datasets from European projects related to intelligent learning environments and student interactions. The goal was to enable students to gain research experience in learning analytics by connecting them to funded projects providing appropriate data and contexts.
This document lists and summarizes 14 EU-funded projects led by Dr. Eugenijus Kurilovas related to education and technology between 2005-2014. The projects span several EU funding programs and focus on areas like developing digital learning resources, validating educational technologies in classrooms, assessing computer literacy, and promoting safer internet use. They involved building networks of schools across multiple countries to pilot and demonstrate innovative teaching practices using technology. The research objectives centered around improving access to and use of ICT in education, as well as evaluating impacts on student learning, teacher skills, and whole-school modernization.
This document lists 17 projects that Dr. Eugenijus Kurilovas has been involved in relating to EU-funded projects on education technology. The projects span several EU funding programs and focus on areas like developing classroom learning scenarios using new technologies, establishing networks of schools to share best practices using technology, building linguistic resources, and developing online professional learning communities for teachers. Kurilovas has served as the project manager for several of the initiatives in Lithuania and has authored studies relating to some of the projects. The projects generally aim to enhance teaching and learning through innovative integration of technology and knowledge sharing across Europe.
Find out the essence of M C Squared project and of the c-books in our new brochure. The M C Squared project is developing the “c-book” (“c” for creative) extending e-book technologies to include diverse dynamic widgets and an authorable data analytics engine.
SkyView is an app that allows users to view the night sky from their phone by opening the app and pointing their phone to the sky, which then shows the stars, planets, constellations, and satellites visible above the user's location. It has a 4+ star rating on iTunes and provides an interactive experience for students to see what is around them while giving teachers a hands-on tool.
Sky Map is also an app that allows users to see the night sky in the palm of their hand and shows where stars and planets are in relation to the user, displaying all names and constellations on screen. It has a 3+ star rating on iTunes and lets teachers show students where they stand in the solar system
Khaja Anwaruddin is a civil engineer from Jeddah, Saudi Arabia seeking a position with a progressive organization. He has over 5 years of experience as a civil engineer in Saudi Arabia and India, working on projects such as residential buildings, showrooms, and refurbishments. His responsibilities include planning, estimating, scheduling, procurement, and ensuring work meets specifications. He has a B.Tech in civil engineering and certifications in quantity surveying, Staad Pro, E-Tabs, Primavera, and AutoCAD.
ICT Guides is a resource that aims to highlight digital arts and humanities projects, facilitate communities of practice around these projects, and develop a taxonomy of digital methods. It provides useful information for new and established researchers in the digital humanities by featuring project examples and investing in skills development. Future plans include creating a tools repository that uses version control software to support collaborative development of digital tools.
McSquared project Communities of Interest production in Cycle 1Christian Mercat
The production of the first Cycle of the mcSquared project by the four Communities of Interest (CoI), UK, Greece, France and Spain. Especially screenshots of four chosen c-books.
Lorna hughes 12 05-2013 NeDiMAH and ontology for DHlorna_hughes
This document describes NeDiMAH, a network examining the use of digital methods in the arts and humanities. NeDiMAH is funded by the European Science Foundation and chaired by Lorna Hughes. It aims to research advanced ICT methods, develop activities/publications/networking, and create a map of digital humanities in Europe and a taxonomy of methods. NeDiMAH includes 16 supporting member organizations and has working groups on topics like spatial modeling, visualization, and scholarly publishing. A key output will be a formal ontology of digital methods to provide evidence of their use and enable evaluation of digital humanities projects.
The document discusses the role of universities in supporting the creative industries. It notes that the creative industries are major sources of innovation and help advance technology. Universities play an important role by producing and sharing knowledge, often through collaborative projects between artists, technologists, and academics. These collaborations can generate emergent value but it is difficult to capture and articulate that value using traditional business models. The document examines case studies to understand how value is created and how relationships maintain their innovative power over time. It concludes that successful models first create conditions for creativity, then stabilize emerging ideas, and finally enable monetary exchange of codified knowledge.
This document summarizes a workshop on Explorations in the Digital Humanities that will take place from September 6-9, 2016 in Lisbon, Portugal. The workshop consists of 4 modules led by international scholars on topics like network analysis, spatial visualization, augmenting historical data, and reading historical maps. Each module will include a presentation, discussion of participant research projects, and hands-on work with digital tools. The workshop aims to provide practical guidance to master's, PhD, and postdoctoral researchers on applying digital methods and tools to their humanities and social science projects. A maximum of 10 participants can enroll in each of the 1-4 day modules, with costs of €15-50 depending on the number attended.
Learning Analytics as a Research Method: a hands-on teaserManolis Mavrikis
This document discusses a hands-on teaching session for a Masters course that introduced students to learning analytics and educational data mining. The session aimed to help students understand how these methods can complement traditional research approaches. Students used RapidMiner and Weka tools to conduct exploratory data analysis on datasets from European projects related to intelligent learning environments and student interactions. The goal was to enable students to gain research experience in learning analytics by connecting them to funded projects providing appropriate data and contexts.
This document lists and summarizes 14 EU-funded projects led by Dr. Eugenijus Kurilovas related to education and technology between 2005-2014. The projects span several EU funding programs and focus on areas like developing digital learning resources, validating educational technologies in classrooms, assessing computer literacy, and promoting safer internet use. They involved building networks of schools across multiple countries to pilot and demonstrate innovative teaching practices using technology. The research objectives centered around improving access to and use of ICT in education, as well as evaluating impacts on student learning, teacher skills, and whole-school modernization.
This document lists 17 projects that Dr. Eugenijus Kurilovas has been involved in relating to EU-funded projects on education technology. The projects span several EU funding programs and focus on areas like developing classroom learning scenarios using new technologies, establishing networks of schools to share best practices using technology, building linguistic resources, and developing online professional learning communities for teachers. Kurilovas has served as the project manager for several of the initiatives in Lithuania and has authored studies relating to some of the projects. The projects generally aim to enhance teaching and learning through innovative integration of technology and knowledge sharing across Europe.
Find out the essence of M C Squared project and of the c-books in our new brochure. The M C Squared project is developing the “c-book” (“c” for creative) extending e-book technologies to include diverse dynamic widgets and an authorable data analytics engine.
SCSA's WA curriculum differs slightly from ACARA's and the new Digital Technologies subject warrants examination. With a secondary focus on coding and computational thinking, this slideshow was used at WA schools to assist in unpacking these components.
The document discusses lessons learned from designing geometry learning activities that combine mobile and 3D tools. It describes a design-based research project where students used mobile devices and 3D modeling outdoors and indoors to take on architectural roles. Key findings included students being willing to improvise with the technologies, collaboration and discussion around mathematical problems, and lessons about effective co-design processes like creating expertise and common ground between designers.
Open Science as-a-Service for research communities: OpenAIRE-Connect project ...OpenAIRE
"Open Science as-a-Service for research communities: OpenAIRE-Connect project"
Presentation by Pedro Príncipe from University of Minho at the OYSTER2019, Cádiz, Spain. OpenAIRE-Connect Workshop - EuroMarine Young Scientist Working Group (Jan. 28, 2019)
This document summarizes a pilot project that integrated technical infrastructure, collaboration, and knowledge to develop e-social science. An interdisciplinary team addressed social research questions by adapting Grid technologies. The project explored crime patterns in relation to socioeconomic factors. Researchers from various disciplines collaborated with data providers and technologists. Through training and iterative development, the team shaped new computer tools to analyze datasets using the Grid. The project demonstrated how situated innovations can appropriately develop technologies for social science research through collaboration.
Sibilla 2017 a meaningful mapping approach for the complex designmsibilla
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This document summarizes a presentation on designing creative electronic books (c-books) for mathematical creativity. It provides an overview of the MC2 project and platform, introduces several existing c-books, and shares some data from usage. The goals are to design a new genre of electronic book that promotes creative mathematical thinking and builds an international community of interested parties to co-design resources. C-books make use of interactive widgets and store student work and data.
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These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
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There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
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(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
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𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
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1. MCSquared (http://mc2-project.eu) is funded by the European Commission under FP7 (Project no. 610467),
Strategic Objective ICT-2013.8.1 “Technologies and scientific foundations in the field of creativity”
Mathematical Creativity Squared
I. Papadopoulos1, B. Barquero2, A. Richter2, M. Daskolia3,
M. Barajas2, C. Kynigos3
1Aristotle University of Thessaloniki and CTI & Press
Diophantus,
2 University of Barcelona,
3 University of Athens and CTI & Press Diophantus
Representations of creative
mathematical thinking in
collaborative designs of c-book
units.
2. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 2
• Digital tools, applets and authoring systems designed to
foster Creative Mathematical Thinking (CMT)
• Their usage in educational practice is rather
instrumented towards contexts of traditional lecturing
and demonstration of exercise solutions.
• We attempt to contribute to our understanding of
teachers designing of affordances of CMT
• We study designers’ representations of CMT as they
became operationalized in the collaborative production
of materials with an innovative e-book author aiming to
afford CMT
A paradox
3. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 3
• Four designer communities (CoI) ensuring diversity
among the members in relation to the disciplinary
backgrounds
• Research focus:
– (a) illuminate the designers initial representations of CMT in two of
the four communities
– (b) illuminate the process of operationalization of these
representations during collaborative designs of such technologies
for students
In our study
4. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 4
• Why two communities?
• Use of questionnaires for identifying the members; initial
representations of CMT
• Each CoI produced one c-book unit (‘Windmills’ and
‘Viral behavior of the Social Networks’)
• Evaluation of the CMT affordances of the c-book units on
the basis of specific criteria previously defined.
Description of the study
5. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 5
• CMT can be fostered in classroom through appropriate
instruction
• Importance of interaction between the learning actors
• Connection of creativity with mathematics
• Tasks of an exploratory nature
• Open problems
• Combination of various tools and/or representations
• Inter/intra disciplinary tasks
Shared Initial representations of CMT
6. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 6
Windmills: The Greek c-book unit
7. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 7
• CMT can tasks
Social Networks: The Spanish c-book unit
8. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 8
Comparative analysis
A focus on exploring ‘real’ problems and
questions
Promote openness, exploration, and
diversity on the approach taken
Enable multiplicity of mathematical
approaches/representations/techniques
/solutions
Promote inter/intra-disciplinarity
9. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 9
Comparative analysis
Promote a progressive modelling process
Involve a constructionist aspect
10. MCSquared FP7 Project 610467, Kick-off meeting, Oct 30 – Nov 2, 2013, Athens 10
• Large scale use of digital media in educational practice
is widely dis-aligned from CMT affordances
• Understanding CMT representations in designer
communities:
– Suggesting a strategy to spread CMT cultures
– Illuminating our own understanding
• Potentiality for the c-book units to foster CMT in students
• Operationalization of representations of CMT linked to a
specific context
Conclusions
Editor's Notes
Various definitions regarding mathematical creativity have been proposed during the last decades
More particularly, the three most prominent strands in the research tradition of math creativity are as follows: the first and most popular is situated in the so-called the ‘genius’ approach of creativity (Sriraman, 2005); the second, represented by Silver (1997), is based on the claim that mathematical creativity is susceptible to instructional and experiential influences and gives equal emphasis on problem posing as on problem solving, with preponderance on the use of ill-structured and open-ended problems; finally, a more recent but rather under-researched approach is that of ‘techno-mathematical literacies’, the focus of which is on identifying and addressing mathematical creativity in out-of-school contexts and in out of mathematics (non-disciplinary) situations,
During the last decades several digital tools, applets and authoring systems have appeared designed to foster CMT
the uses of these same media in educational practice at large are conversely frequently instrumented towards contexts of traditional lecturing and demonstration of exercise solutions (Ruthven, 2008). This looks like a paradox situation where digital media are being used very differently with respect to their potential for providing users with access to mathematical ideas hitherto obscure and inaccessible, and at the same time allowing them to creatively engage
Our paper therefore addresses a real wide-scale problem and it is within that context we attempt to contribute to our understanding of teachers designing of affordances for CMT.
This paper studies designers' representations of CMT (in the context of a European project called ‘M C Squared’) as they became operationalized in the collaborative production of materials with an innovative e-book author aiming to afford CMT (we call it the 'c-book', ‘c’ for creativity) to the end users
Four such CoI (English, French, Greek and Spanish) were thus formed in MC2 project. The CoI were put together to include a variety of expertise involving designers and developers of digital resources for math education, publishers of mathematics educational materials, researchers in (and outside) math education or in creativity, teacher educators, school math teachers and students.
Our research focus was thus twofold: (a) to illuminate the designers initial representations of CMT in two (of the four) CoI, and (b) to illuminate the process of operationalization of these representations during collaborative designs of such technologies for students which would be done by examining how the CoI members evaluated their product in terms of CMT affordances
The decision to work with four (here two) CoI was a methodological one for two reasons: The first one was that we aimed to obtain diversity in relation to the expertise of the CoI members within each CoI. The second was that each CoI would correspond to a particular educational context. This decision would contribute to deepening our awareness of the role of the context diversity both by the exercise of de-contextualising our findings and by using our synthetic knowledge to later try to develop methods to re-contextualize generic findings (Lagrange & Kynigos, 2014) by distinguishing between commonalities and differences in the operationalized representations of the members of the two CoI.
In order to identify the CoI members’ initial representations of CMT, an exploratory approach was chosen independently by the two research teams, mainly based on the use of questionnaire as the main instrument for data collection
calculating, for each item, the median and the Inter-Quartile Range (Mogey, 1999). Then, a configuration of members from each CoI produced one c-book unit each, the 'Windmills' c-book unit (jointly created by 7 members of the Greek CoI), and the ‘Viral behaviour of the Social Networks’(designed by 8 members of the Spanish CoI). After completing these c-book units, the two CoI were asked to evaluate the CMT affordances of their c-book units on the basis of specific criteria previously defined by them.
Comparing the two cases it seems that both CoI shared several criteria, which the literature identifies as closely related to CMT. To mention some: the belief that CMT can be fostered in the classroom, through appropriate education (Silver, 1997), the recognition that the interaction between the learning actors is important (Leikin, 2009) and the connection of creativity with mathematics (Silver, 1997). The promotion of CMT is understood through tasks of an exploratory nature (Mann, 2006), through open problems amenable to multiple solutions (Lev-Zamir & Leikin, 2011), through situations that demand the combination of various tools and/or representations, or through interdisciplinary tasks
The main idea of‘Windmills’ was to challenge students to explore, identify and use the mathematical concepts underlying the construction and operation of Greek windmills, an integral part of the Greek islands’ scenery, quite familiar to the students
Turtleworlds (a Logo-based Software), Geogebra (Dynamic Geometry Software) and DME Draw3D widget instances (3D grid using cubes as building blocks)
The Spanish c-book unit focused on fitting mathematical tools and models to describe and understand the ‘Viral Behaviour of Social Networks’. Mathematical modelling was thought central to allow students to: a) formulate assumptions on different phenomena related to social network users, b) use mathematical tools to analyse relations and patterns on real data, c) look for, fit and test mathematical models to forecast social networks behaviour
Geogebra, DME (probability tree, answers box, tables, etc.) and a special Cinderella widget to visualize and compare graphs of points using linear and algorithmic scale.
A focus on exploring ‘real’ problems and questions: Both CoI emphasised the use of real-life situations (close to students’ reality) in their c-book units (e.g., the construction of windmills for the Greek case or the viral behaviour of social networks for the Spanish).This is recognized as a characteristic of mathematical creativity and many mathematicians describe it as an invaluable aspect of their craft (Sriraman, 2005). The same criterion was traced in the initial CMT representations of both CoI
Promote openness, exploration, and diversity in the approach taken the two CoI appreciated the fact that the activities included in the c-book units were based on open questions allowing the students to suggest their own answers
Enable multiplicity of mathematical approaches/representations/techniques/ solutions: According to both CoI, one of the strongest didactical qualities of the c-book units was the one of multiplicity. This refers to the case of embedded activities that promote multiple solutions for a problem or multiple paths toward the solution of a problem (Leikin, 2009). The technology involved in the two c-book units facilitates the students to work with, and combine, different representations of mathematical concepts. One example might be the variety of numerical and graphical representations (trees, point graphs, etc,) of geometrical sequences
Promote inter/intra-disciplinarity The Greek c-book unit deals with mathematics through some pure engineering and environmental issues, such as the preservation of old windmills, the use of alternative energy sources (wind energy), etc. The Spanish c-book unit connects mathematics with some social and technology issues such as the use of Facebook
Promote a progressive modelling process: Mathematical modelling penetrates the whole activity in the Spanish c-book unit. Each of its three phases leads to consider different mathematical models (more complex at each step) that appears from the analysis of real data about social networks
Involve a constructionist aspect: In the case of the Greek c-book unit the students are invited to create their own windmill or to complete half-constructed ones. This constructionist aspect is very much based on the previous experience and educational tradition of the Greek CoI members. All of them were involved in two wide-scale initiatives of the Ministry of Education in Greece
Understanding and promoting CMT representations in designer communities has had a dual purpose of suggesting a strategy to spread CMT cultures and illuminating our own understanding of the fuzzy notion of how CMT is represented amongst designers. We thus tried to identify some initial CMT representations amongst diverse designers and then to illuminate how these representations were operationalized in the process of collaborative design. Both CoI appreciated the potentiality for the c-book units to foster CMT in students appreciating the potential for integrating real-life problems that are open and amenable to exploration, multiple solutions and the combination of various disciplines and/or various mathematical topics. But equally important were the operationalization of representations of CMT linked to a specific context. The Greek CoI associated the chance to foster students’ CMT with the ability of the c-book technology to support constructionist activities. The Spanish CoI made a corresponding association of this technology with its ability to support a progressive modelling proces