The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document discusses using augmented reality and digital media to engage diverse museum audiences. It presents several projects using technologies like augmented reality browsers, motion capture, HTML5 canvas, and cultural design tools to develop representations and artifacts that can be overlaid on the physical world. Museums are encouraged to use open platforms and situate projects in mixed reality environments to cultivate participation from various social and economic groups. Contact information is provided for several relevant technologies and initiatives.
From the West and Central African cosmogram to virtual 3D space and sound-generated graphics, the work of Dr. Nettrice R. Gaskins crosses the boundaries between science fact and science fiction.
This document discusses how Sun Ra's appropriation of technology critiqued dominant views of socio-technical change by showing how excluded groups engage with technology on their own terms. It provides examples of contemporary artists from ethnic communities whose STEAM artworks could inform future research and practice. The appropriation of technologies like electronic instruments and game platforms counters the digital divide narrative and could inspire young people to explore STEM.
This document describes an augmented reality art game called "Playing ARt" that allows players to collaboratively create art using an iPad and augmented reality markers. The game is inspired by the exquisite corpse drawing game and uses an HTML5 canvas to display virtual objects overlaid on real-world markers. Players will pass around the iPad to take turns adding images or drawings to a composite artwork that can then be saved. The game aims to explore new modes of collaborative art production using augmented reality and procedural techniques. It is still in development to refine the user experience and allow more complex interactions.
The document outlines a program called Kopฤianskรฉ zdruลพenie that provides work opportunities for teenagers aged 15-17 from low-income and socially disadvantaged families in Kopฤany. The program places groups of 3-6 teenagers together in unpaid jobs at a local cafรฉ, where they receive on-the-job training and work experience. The goal is to help the young people develop job skills and experience while getting them out of their current social environment.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document discusses using augmented reality and digital media to engage diverse museum audiences. It presents several projects using technologies like augmented reality browsers, motion capture, HTML5 canvas, and cultural design tools to develop representations and artifacts that can be overlaid on the physical world. Museums are encouraged to use open platforms and situate projects in mixed reality environments to cultivate participation from various social and economic groups. Contact information is provided for several relevant technologies and initiatives.
From the West and Central African cosmogram to virtual 3D space and sound-generated graphics, the work of Dr. Nettrice R. Gaskins crosses the boundaries between science fact and science fiction.
This document discusses how Sun Ra's appropriation of technology critiqued dominant views of socio-technical change by showing how excluded groups engage with technology on their own terms. It provides examples of contemporary artists from ethnic communities whose STEAM artworks could inform future research and practice. The appropriation of technologies like electronic instruments and game platforms counters the digital divide narrative and could inspire young people to explore STEM.
This document describes an augmented reality art game called "Playing ARt" that allows players to collaboratively create art using an iPad and augmented reality markers. The game is inspired by the exquisite corpse drawing game and uses an HTML5 canvas to display virtual objects overlaid on real-world markers. Players will pass around the iPad to take turns adding images or drawings to a composite artwork that can then be saved. The game aims to explore new modes of collaborative art production using augmented reality and procedural techniques. It is still in development to refine the user experience and allow more complex interactions.
The document outlines a program called Kopฤianskรฉ zdruลพenie that provides work opportunities for teenagers aged 15-17 from low-income and socially disadvantaged families in Kopฤany. The program places groups of 3-6 teenagers together in unpaid jobs at a local cafรฉ, where they receive on-the-job training and work experience. The goal is to help the young people develop job skills and experience while getting them out of their current social environment.
1) Moving images create the illusion of motion by displaying a series of still images in rapid succession, with a minimum of 10-13 frames needed per second for the illusion.
2) Early animation devices like the zoetrope and flip book used the principle of "persistence of vision" to create the illusion of motion from individual still images.
3) The Lumiรจre brothers, Edison, and other pioneers in the late 1880s developed early devices that could produce moving images, helping to establish cinema.
Social Innovation Relay | 1. miesto | The Muffin MenLenka Kriลพanovรก
ย
Vรญลฅaz nรกrodnรฉho kola Social Innovation Relay 2013 - Projekt na podporu redukcie potravinovรฉho odpadu v ลกkolskรฝch jedรกlลach | The Muffin Men, Koลกice
Edukaฤnรฉ aktivity pre deti zameranรฉ na eliminovanie plytvania jedla v domรกcnostiach prostrednรญctvom informovania o mnoลพstve potravinovรฉho odpadu v ลกkolskรฝch jedรกlลach.
This document outlines the steps in a STEAM project-based learning plan, including fundamentals, prototyping, and exhibition. It suggests focusing students' attention on making a STEAM project, showing the importance of STEAM skills for artists, helping increase confidence in STEAM skills through workshop requirements, and rewarding students for learning new STEAM skills.
The Electrofunk Mixtape: Illuminus Edition is a collaboration between the STEAM Lab at Boston Arts Academy, sculptor Brian Browne, and music producer Hank Shocklee to create an interactive 3D art installation. Electronics, music, and video projections will be layered on Brian Browne's 3D sculptures, which will hang or be worn by performers. Visitors will experience and participate in a responsive art installation combining music, movement, light, and projections.
Black Futurism explores how race can be viewed as a technology or tool rather than something fixed or defined by history. The presentation discusses works by artists like Ellen Gallagher and Kara Walker that depict human identity and race as mutable. It also references the idea of "black repetition" where collage, sampling and remixing in works from the African diaspora show signs of cyclical change. By removing race from its historical roots, the presentation suggests it can then be engaged as a productive and creative tool.
The document discusses metaphysics of presence and how being exists within frameworks or states, with definitions of presence and absence relying on these states. It also discusses urban metaphysics as a deconstruction of Western ideas through street art and technology. Additionally, it mentions black futurism or Afrofuturism as a discourse centered on absence and presence, involving constructions or deconstructions of self, as seen in works engaging valuations of images and presentations.
Self-determination and STEAM allow communities to define the world through their own interests and cultures and place their history at the center. Afrofuturism gives artists agency to repurpose existing works to create new worlds and navigate social realities. The STEAM lab focuses on fundamentals like circuits and soldering, as well as design, prototyping, and exhibition to present projects like board games and robotic puppets created from new ideas.
This document discusses techno-vernacular creativity (TVC), which refers to cultural art and technology created by underrepresented groups for creative expression. It provides examples of artists like Sanford Biggers who incorporate circles/mandalas from different cultures in their work. The document also describes how mapping, diagramming, and remixing are important aspects of TVC, and how culturally-situated design arts can engage informal science learning through exploration of concepts like rotation and translation.
This document discusses techno-vernacular creativity in underrepresented communities and how it can inform STEAM research and education. It provides examples of artists from ethnic communities who incorporate technology in creative ways, such as Sun Ra's appropriation of electronic instruments and Grandmaster Flash's role in mixer design. The document argues that examining such cultural productions can inspire underrepresented students to explore STEM fields. It highlights various arts-based learning tools and STEAM projects that tap into the energy of techno-vernacular creativity.
This document discusses how Native American crafting and math can be combined with mobile technologies. It provides links to several projects including a blog about crafting with mobile devices, a virtual bead loom that allows culturally situated design, a video about coded stories, a page on encoded textiles, and websites with information on Native American designs, colors and beadwork patterns.
Dr. Nettrice R. Gaskins presented on using public art to teach STEAM concepts such as basic circuits and soldering. The presentation covered fundamentals of circuits, prototyping ideas through testing, and exhibiting the work. Examples of public art involving science, technology, and mathematics were provided, along with links to brainstorm new ideas and contact Dr. Gaskins for more information.
Nettrice Gaskins, Ph.D., STEAM Director, Boston Arts Academy, will join Brides of Anansi artists Saya Woolfalk and Xenobia Bailey in conversation to look at how contemporary women artists look at nature and natural systems for inspiration.
Techno-Vernacular Creativity, Innovation & Learning in Underrepresented Ethni...Nettrice Gaskins, Ph.D.
ย
The document summarizes a dissertation that examines techno-vernacular creativity (TVC) in underrepresented ethnic communities and its potential to increase interest and motivation in STEAM fields. Key points:
1) The dissertation includes a literature review on TVC, prior research, and theoretical frameworks related to culturally situated learning and design.
2) A professional workshop at Georgia Tech brought together experts to explore how TVC can engage underrepresented groups in STEAM. Workshops were also conducted with middle school students.
3) Results found that the professional workshop helped bridge disciplines and cultural differences. Student workshops found expression and art were most engaging and increased interest in STEAM topics.
4) The dissertation examines
This document provides information about a vision mapping workshop. It defines a vision map as a collage of images and affirmations representing one's dreams and happiness. The document discusses how quilts can convey messages through geometric patterns and how artists use math concepts like rotation in their quilt designs. Examples of historical quilts that tell stories or add symbols are presented, as are artworks that create new languages or remix an artist's previous work. Lukasa boards, which are used to tell personal stories, are also mentioned. The workshop instructions ask participants to make a paper quilt by cutting and arranging shapes, then finish their vision map by adding cutouts and writing about their design.
This document outlines different types of online and real-world games and activities that can be done individually or in a group. These include classic puzzles, mini-games, treasure hunts, and urban quests for individual play as well as collaborative puzzles, research puzzles, flash mobs, and group problem-solving for group activities. The games and activities span both online and real world settings.
STEAM (Science, Technology, Engineering, Art and Mathematics) involves teaching and learning using multiple disciplines. A STEAM Lab allows students to explore concepts across subjects in a creative space centered around art. The document outlines various STEAM concepts and techniques students may explore such as creating idea maps, learning to solder, creative coding, and exhibition of student work. It also provides an example of how to structure project-based STEAM learning using objectives focused on gaining student attention, relevance, confidence, and satisfaction.
This document provides an overview of Southern literature, including its definitions, origins, themes, time periods, and major voices. It discusses the oral tradition and cultural roots of Southern literature. It then profiles several influential Southern authors from different time periods, such as William Faulkner, Tennessee Williams, Flannery O'Connor, and Alice Walker. Their works often explored themes of storytelling, community, race, gender roles, and the past.
This document provides an overview of Southern literature, including its definitions, origins, themes, time periods, and major voices. It discusses the oral tradition and cultural roots of Southern literature. It then profiles several influential Southern authors from different time periods, such as William Faulkner, Tennessee Williams, Flannery O'Connor, and Alice Walker. Their works often explored themes of storytelling, community, race, gender roles, and the past.
The document discusses several contemporary artists and their works that address current social and political issues. Tim Noble and Sue Webster create sculptures out of trash that address themes of consumerism. Chris Goodwin uses found trash to tell stories and comment on waste. Takashi Murakami blends pop and commercial art. Jeff Koons' work examines consumer culture. Duane Hanson created extremely realistic sculptures that held a mirror to society. Judy Chicago's The Dinner Party brought attention to women's history and roles. Kara Walker uses silhouettes to depict slavery in a thought-provoking way. Kako Ueda uses paper to represent the natural and cultural influences on human and other organisms. Jenny Holzer is known for her "truisms
1) Moving images create the illusion of motion by displaying a series of still images in rapid succession, with a minimum of 10-13 frames needed per second for the illusion.
2) Early animation devices like the zoetrope and flip book used the principle of "persistence of vision" to create the illusion of motion from individual still images.
3) The Lumiรจre brothers, Edison, and other pioneers in the late 1880s developed early devices that could produce moving images, helping to establish cinema.
Social Innovation Relay | 1. miesto | The Muffin MenLenka Kriลพanovรก
ย
Vรญลฅaz nรกrodnรฉho kola Social Innovation Relay 2013 - Projekt na podporu redukcie potravinovรฉho odpadu v ลกkolskรฝch jedรกlลach | The Muffin Men, Koลกice
Edukaฤnรฉ aktivity pre deti zameranรฉ na eliminovanie plytvania jedla v domรกcnostiach prostrednรญctvom informovania o mnoลพstve potravinovรฉho odpadu v ลกkolskรฝch jedรกlลach.
This document outlines the steps in a STEAM project-based learning plan, including fundamentals, prototyping, and exhibition. It suggests focusing students' attention on making a STEAM project, showing the importance of STEAM skills for artists, helping increase confidence in STEAM skills through workshop requirements, and rewarding students for learning new STEAM skills.
The Electrofunk Mixtape: Illuminus Edition is a collaboration between the STEAM Lab at Boston Arts Academy, sculptor Brian Browne, and music producer Hank Shocklee to create an interactive 3D art installation. Electronics, music, and video projections will be layered on Brian Browne's 3D sculptures, which will hang or be worn by performers. Visitors will experience and participate in a responsive art installation combining music, movement, light, and projections.
Black Futurism explores how race can be viewed as a technology or tool rather than something fixed or defined by history. The presentation discusses works by artists like Ellen Gallagher and Kara Walker that depict human identity and race as mutable. It also references the idea of "black repetition" where collage, sampling and remixing in works from the African diaspora show signs of cyclical change. By removing race from its historical roots, the presentation suggests it can then be engaged as a productive and creative tool.
The document discusses metaphysics of presence and how being exists within frameworks or states, with definitions of presence and absence relying on these states. It also discusses urban metaphysics as a deconstruction of Western ideas through street art and technology. Additionally, it mentions black futurism or Afrofuturism as a discourse centered on absence and presence, involving constructions or deconstructions of self, as seen in works engaging valuations of images and presentations.
Self-determination and STEAM allow communities to define the world through their own interests and cultures and place their history at the center. Afrofuturism gives artists agency to repurpose existing works to create new worlds and navigate social realities. The STEAM lab focuses on fundamentals like circuits and soldering, as well as design, prototyping, and exhibition to present projects like board games and robotic puppets created from new ideas.
This document discusses techno-vernacular creativity (TVC), which refers to cultural art and technology created by underrepresented groups for creative expression. It provides examples of artists like Sanford Biggers who incorporate circles/mandalas from different cultures in their work. The document also describes how mapping, diagramming, and remixing are important aspects of TVC, and how culturally-situated design arts can engage informal science learning through exploration of concepts like rotation and translation.
This document discusses techno-vernacular creativity in underrepresented communities and how it can inform STEAM research and education. It provides examples of artists from ethnic communities who incorporate technology in creative ways, such as Sun Ra's appropriation of electronic instruments and Grandmaster Flash's role in mixer design. The document argues that examining such cultural productions can inspire underrepresented students to explore STEM fields. It highlights various arts-based learning tools and STEAM projects that tap into the energy of techno-vernacular creativity.
This document discusses how Native American crafting and math can be combined with mobile technologies. It provides links to several projects including a blog about crafting with mobile devices, a virtual bead loom that allows culturally situated design, a video about coded stories, a page on encoded textiles, and websites with information on Native American designs, colors and beadwork patterns.
Dr. Nettrice R. Gaskins presented on using public art to teach STEAM concepts such as basic circuits and soldering. The presentation covered fundamentals of circuits, prototyping ideas through testing, and exhibiting the work. Examples of public art involving science, technology, and mathematics were provided, along with links to brainstorm new ideas and contact Dr. Gaskins for more information.
Nettrice Gaskins, Ph.D., STEAM Director, Boston Arts Academy, will join Brides of Anansi artists Saya Woolfalk and Xenobia Bailey in conversation to look at how contemporary women artists look at nature and natural systems for inspiration.
Techno-Vernacular Creativity, Innovation & Learning in Underrepresented Ethni...Nettrice Gaskins, Ph.D.
ย
The document summarizes a dissertation that examines techno-vernacular creativity (TVC) in underrepresented ethnic communities and its potential to increase interest and motivation in STEAM fields. Key points:
1) The dissertation includes a literature review on TVC, prior research, and theoretical frameworks related to culturally situated learning and design.
2) A professional workshop at Georgia Tech brought together experts to explore how TVC can engage underrepresented groups in STEAM. Workshops were also conducted with middle school students.
3) Results found that the professional workshop helped bridge disciplines and cultural differences. Student workshops found expression and art were most engaging and increased interest in STEAM topics.
4) The dissertation examines
This document provides information about a vision mapping workshop. It defines a vision map as a collage of images and affirmations representing one's dreams and happiness. The document discusses how quilts can convey messages through geometric patterns and how artists use math concepts like rotation in their quilt designs. Examples of historical quilts that tell stories or add symbols are presented, as are artworks that create new languages or remix an artist's previous work. Lukasa boards, which are used to tell personal stories, are also mentioned. The workshop instructions ask participants to make a paper quilt by cutting and arranging shapes, then finish their vision map by adding cutouts and writing about their design.
This document outlines different types of online and real-world games and activities that can be done individually or in a group. These include classic puzzles, mini-games, treasure hunts, and urban quests for individual play as well as collaborative puzzles, research puzzles, flash mobs, and group problem-solving for group activities. The games and activities span both online and real world settings.
STEAM (Science, Technology, Engineering, Art and Mathematics) involves teaching and learning using multiple disciplines. A STEAM Lab allows students to explore concepts across subjects in a creative space centered around art. The document outlines various STEAM concepts and techniques students may explore such as creating idea maps, learning to solder, creative coding, and exhibition of student work. It also provides an example of how to structure project-based STEAM learning using objectives focused on gaining student attention, relevance, confidence, and satisfaction.
This document provides an overview of Southern literature, including its definitions, origins, themes, time periods, and major voices. It discusses the oral tradition and cultural roots of Southern literature. It then profiles several influential Southern authors from different time periods, such as William Faulkner, Tennessee Williams, Flannery O'Connor, and Alice Walker. Their works often explored themes of storytelling, community, race, gender roles, and the past.
This document provides an overview of Southern literature, including its definitions, origins, themes, time periods, and major voices. It discusses the oral tradition and cultural roots of Southern literature. It then profiles several influential Southern authors from different time periods, such as William Faulkner, Tennessee Williams, Flannery O'Connor, and Alice Walker. Their works often explored themes of storytelling, community, race, gender roles, and the past.
The document discusses several contemporary artists and their works that address current social and political issues. Tim Noble and Sue Webster create sculptures out of trash that address themes of consumerism. Chris Goodwin uses found trash to tell stories and comment on waste. Takashi Murakami blends pop and commercial art. Jeff Koons' work examines consumer culture. Duane Hanson created extremely realistic sculptures that held a mirror to society. Judy Chicago's The Dinner Party brought attention to women's history and roles. Kara Walker uses silhouettes to depict slavery in a thought-provoking way. Kako Ueda uses paper to represent the natural and cultural influences on human and other organisms. Jenny Holzer is known for her "truisms
The document provides information for an Art History class, including a review for the final exam next week. It notes that papers or projects due next week will make up one-third of the student's final grade, along with the midterm and final. The document then lists various examples of controversy and censorship in modern art that could be discussed in an essay question, such as works by Savonarola, Serrano, Ofili, Mapplethorpe, and others. Images are included of Ofili's The Holy Virgin Mary and works by Serrano and Mapplethorpe related to examples mentioned in the text.
This document lists the evolution of breakdancing styles from the 1920s to 2000, including cakewalk in the 1920s, the Lockers in the 1970s, Electric Boogaloos in the 1970s, breaking in the 1980s, and krumping in 2000. It also provides citations for sources on the history and culture of dance forms such as breakdancing.
Women Shaping the World: Women and Globesnacis_slides
ย
NACIS 2016 Presentation
Judith Tyner Geography Dept., CSU Long Beach
Globes today are looked at as toys or teaching aids for the elementary schools or as decorative objects for the home. But in the 18th and 19th centuries, globes were scientific instruments and while they were used in schools they were used to teach mathematical or astronomical geography; they were not mere toys. While the history of women in cartography has only recently begun to be studied, women's contributions to the creation of globes have been almost totally ignored. Yet women have been involved in globe making since at least the 18th century, there have been at least nine U.S. patents for globes and tellurians granted to women and globes were edited and sold by women. This paper looks at the history of women in globe making and at some specific women and their globes.
Fluxus was an artistic movement founded in the 1960s that emphasized experimental art forms and focused on blurring boundaries between art and life. The name "Fluxus" was coined by founder George Maciunas and derived from a Latin word meaning continuous flowing or passing. Key aspects of Fluxus included using everyday objects in artistic works, emphasizing experience over finished art objects, and blurring distinctions between different artistic media. Some notable Fluxus artists involved in the movement included George Maciunas, George Brecht, Nam June Paik, and Yoko Ono.
This document provides biographical information about artist Gail Rothschild, including her education, exhibitions, public projects, commissions, grants, residencies, and selected reviews and media coverage of her work. It outlines her extensive career as a visual artist working in painting, sculpture, drawing, and fiber arts who has had numerous solo and group exhibitions nationally and internationally since the 1980s.
This document discusses various artworks and ideas related to art. It begins with definitions of different types of art including representational, abstract, and nonrepresentational. It then summarizes several paintings and sculptures such as Van Gogh's Starry Night and Frida Kahlo's self-portraits that express human emotion. The document also discusses how art can be used for communication, propaganda, and expressing personal experiences. Overall, the document provides an overview of different ways art has been used and defined.
This document discusses various counterculture literary movements and artists. It defines counterculture as a movement that withdraws energy from dominant systems to reshape society. It provides quotes from Zadie Smith criticizing "hysterical realism" and from poets Ani DiFranco and "Animal Prufrock" expressing countercultural views. The document concludes by acknowledging photo and audio credits for included multimedia content.
This document summarizes Pedro Reyes' artwork "Doomocracy", which examines how war has become normalized. Participants first see a monumental statue of the Statue of Liberty as a Trojan horse, representing how war is waged in the name of freedom. They then participate in performance art scenes that simulate authoritarian practices to experience how freedoms can be threatened. The goal is to get participants to reflect on issues of war, nationalism, and the relationship between freedom and security.
This document discusses the history and concepts of Afrofuturism across multiple artistic disciplines such as music, literature, visual art, and film. It provides early examples of Afrofuturism in literature from the early 20th century depicting advanced African societies and black scientists. It also discusses how jazz musician Sun Ra incorporated music, myth, and performance to present a unified vision of space that influenced later generations. The document explores how Afrofuturist artists create new conceptions of race, gender, and culture through technology to envision possible futures for the African diaspora.
This document provides the program guide for exhibitions and events at the Museum of Texas Tech University and associated sites from May to August 2015. It includes descriptions of current and upcoming exhibitions focusing on topics like Antarctica exploration, watercolor art, embroidery, and Ansel Adams photography. A variety of public programs are also listed, such as movies, lectures, tours, camps and more for all ages.
Niki Ketchman is a sculptor based in Westport, Connecticut. She has received honors including the Franconia Sculpture Park/Jerome Foundation Fellowship in 1999 and the GTE Corporation Award in 1980. Her work has been featured in numerous exhibitions and is included in the collections of museums such as the DeCordova Museum and Sculpture Park. Ketchman's sculptures made of materials such as wire and fabric explore themes of the human form and nature. She has been reviewed in publications including The New York Times, Art in America, and Sculpture Magazine.
The period of the New Society from 1972-1980 in the Philippines saw a shift towards nation-building themes in literature and culture. The government established new oversight of publications and rebuilt cultural centers. Notable works produced focused on issues like family planning, nutrition, and the environment. Performing arts like plays, songs, and films flourished while promoting Filipino identity and values of discipline, family, and community. Annual literary awards recognized short stories, poems, and plays addressing national development.
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1. Julia Robinson was born in San Luis, California in 1919. She is known for her work in Diophantine equations and decidability which contributed to proving Hilbert's tenth problem is unsolvable. She received her PhD from UC Berkeley in 1948.
2. The biography discusses Maryam Mirzarkhani, the first woman to win the Fields Medal. She was born in Tehran, Iran in 1977 and died in 2017. She obtained her PhD from Harvard and made significant contributions to the dynamics and geometry of Riemann surfaces.
3. The document provides a biography of Evelyn Silvia, a mathematician who has taught at UC Davis since 1949. She established a scholarship fund for future math teachers to honor
This document discusses the Mystic Artists, a group of artists in the 1960s who exhibited psychedelic and mystical works at Mystic Arts World in Laguna Beach, California. It provides background on Mystic Arts World and how it emerged from the burgeoning psychedelic culture in Laguna Beach in the 1960s, which was influenced by the legal use of LSD at the time. The exhibition, Transformation and the Mystic Artists, 1967-1970, is the first to showcase works by these artists, including paintings ranging from Beat assemblage to visionary works. It aims to provide insight into this experimental cultural period in Southern California history through the art exhibited at Mystic Arts World.
The document announces a $18,000 travelling scholarship launched by Arts NSW, the Powerhouse Museum, and the British Council to support a NSW designer at the beginning of their career to undertake professional development abroad. It then lists the top 20 finalists for the scholarship, each with 3 examples of their design work clockwise from left.
The document discusses Joseph Campbell's concept of the "hero's journey" and how it relates to students from non-dominant groups entering STEM fields. It describes the hero's journey as having three stages - (1) the hero receives a call to adventure into an unknown world, (2) the hero crosses the first threshold and undergoes a series of tests with obstacles, and (3) the hero returns to share the knowledge gained. For students from non-dominant groups, entering a STEM classroom or makerspace can feel like the unknown world of the hero's journey, but providing mentors and tools can help reassure students as they embark on their academic adventure.
This document discusses vernacular science knowledge and technology, including biomimicry, computational thinking, and culturally situated learning and design. It explores how STEAM education can be used to teach these concepts through design fiction and by merging fictional worlds with creative design. Students would learn about biomimicry by designing new products inspired by nature, computational thinking by formulating problems that computers can solve through algorithms, and culturally situated design by using indigenous artifacts and practices with STEM principles. The document lists various tools, concepts, and practices that could be used in STEAM learning, such as 3D modeling, coding, fabrication, worldbuilding, and design fiction.
Afrofuturism explores liberation through a combination of technology and nature. Octavia Butler's work suggests that technology alone does not ensure survival, but combining it with nature preserves life. True freedom requires a symbiotic relationship between technology, nature, and community. The document discusses using Afrofuturism to introduce children to ideas of the future and having them create projects combining technology and nature to share with the public.
This document discusses using algorithms and Afrofuturism themes in relation to the musical "The Wiz". It explores how algorithms could be used to enhance the audience experience before and during the show through interactive displays and animations linked to elements of the story, such as lighting up Dorothy's silver slippers when mentioned or animating signs. The document also references a Lewis Mumford quote about the intermediate role of magic between fantasy and knowledge in driving technological advancement.
This document discusses culturally responsive education in makerspaces. It explains that STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching integrates multiple disciplines. Components of equity in makerspaces are access, diversity, and inclusion. The document then discusses underrepresented groups in STEM and strategies for making makerspaces more culturally responsive, such as re-appropriation, remixing, and improvisation. Specific examples are provided like using lowrider culture in robotics or MIDI controllers in music. The goal is to design culturally situated learning experiences and curriculum.
This document provides an overview of biomimicry and 3D printing for a workshop. It defines biomimicry as modeling design and production on biological entities and processes. It describes the key steps to 3D printing as modeling an object, fixing any errors, slicing it into layers, and printing. It also explains that 3D printers use materials like plastic instead of ink to create solid, three-dimensional objects. The workshop will include a live demo and discussion of biomimicry examples as well as the components of 3D printers.
This document discusses the connections between West African cosmology and Afrofuturist art. It explores how Afrofuturist artists reimagine history and the future of the African diaspora through science, science fiction, and technology with their own worldviews. The Kalunga line under the Atlantic Ocean, representing the threshold between the living and dead, is referenced. Crossroads have complex patterns in West African cultures and are simplified in Afrofuturist art. Works aim to position viewers in a sense of completeness or utopia, referenced as Funkentelechy in P-funk music.
This document outlines a workshop exploring how culturally situated arts and design can engage underrepresented ethnic students in STEM. The workshop agenda includes presentations on culturally situated design strategies in science, technology, engineering and math. It also covers arts-based research methods like personal meaning maps, portraiture and concept maps. Participants will brainstorm arts-based learning activities and projects. The goal is to develop recommendations for new culturally situated arts-based research directions that can engage more students in STEM through informal science education.
This document discusses vision maps, which are collages that represent one's dreams and goals. Vision maps can take the form of quilts, as done by artist Harriet Powers, who used quilts to tell stories and depict historical events. Quilts often use shapes and rotation of shapes in their designs. The document instructs on how to make a paper vision map quilt by cutting out shapes, arranging them on a grid, and adding images from magazines. It discusses the artist Sanford Biggers' use of collage and remixing in his quilts, as well as Romare Bearden's remixing of Homer's Odyssey in his collage works. The document prompts questions about personal storytelling through quilts and
This document discusses how culturally situated arts-based learning can enhance STEM education. It involves integrating cultural art and design with STEM principles to create simulations of artifacts. This allows students to tap into their intrinsic learning styles through creative expression. Digital media also plays a role, including use of mobile devices. The document poses questions about how culture and the arts enhance STEM understanding and how this approach can bridge formal and informal learning.
This document discusses the cyclical nature of black culture through concepts like improvisation, identity, and reappropriation. It argues that black popular culture has continually reinvented itself by borrowing from the past and incorporating new techniques and audiences through improvisation. This allows black culture to survive by constantly changing and adapting. Examples are given of how these concepts have manifested in various art forms like music, visual art, crafts, and digital media. The goal is to illustrate how black culture shapeshifts identities and looks to the future through avenues like Afrofuturism.
An interdisciplinary approach to learning where academic concepts are coupled with artistic works and cultural practices as students apply science, technology, engineering, and mathematics in contexts that make connections between school, community, personal interests, and the global marketplace.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
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(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
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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.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
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Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
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Ivรกn Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
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Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
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The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
7. Left: Jerry Ross. "Xenon Plasma Accelerator," 2010. Courtesy of Princeton University; Right: Hiroshi Sugimoto. "Mathematical Forms:
Surface 0009"Conic Surface of Revolution with Constant Negative Curvature", 2007. Courtesy of Fondation Cartier.
8. Top Left: Bill Gaskins. Tamara and Tireka, Easter Sunday, Baltimore, MD, 1995; Bottom Right: Tim Portlock. Farm, 2011.
9. Left: Yayoi Kusama. โAccumulation #1,โ 1963. Courtesy of the artist; Middle: Saya Woolfalk. โThe Empathics,โ 2011. Courtesy of the
artist; Right: Sanford Biggers. โGhetto Bird Tunic,โ 2003/2006. Courtesy of the artist.
10. Top LeftโNo. 19 H. S. W.,โ 1956. Gift of Sally and Wynn Kramarsky. ยฉ 2012 Yayoi Kusama; Bottom Left: Moneyless. โPer Aspera Ad
Astra,โ 2012. SOZE Gallery.; Right: Dorothea Rockburne. Universe Series, 1994-1999.
12. Left: Gunybi Ganambarr at at Annandale Galleries (Sydney). Photo by Renee Nowytarger. Source: The Australian; Right: SWARTE.
โThe Freedom of Yolngu,โ 2013. Photo by SWARTE.
13. culture + cognition + vernacular + mobile technology
Left: Nyapanyapa Yunupingu, โBirrkaโmirriโ, 2012, linocut. Printers: Annie Studd and Ruby Djikarra Alderton; Middle: Mikey
Gurruwiwi, โNgarraโ, 2012, screenprint. Printers: Mikey Gurruwiwi and Sean Smith; Right: Yung Jake. โAugmented Real,โ 2013.
Editor's Notes
This presentation traces a trajectory of science, technology, engineering, mathematics (STEM) and art exhibition, from high school to professional gallery spaces. My interest is not only in academic and professional modes and practices of inquiry but also cultural and vernacular works by artists in underrepresented communities of practice... that are largely missing from academic discourse and whose works may hold a key to motivating people with low participation in STEM areas.
The National Science Foundation recently awarded three cities part of an Art of Science Learning grant: San Diego, Chicago, and Worcester. The Phase 2 grant is titled โIntegrating Informal STEM and Arts-Based Learning to Foster Innovation.โ Info: http://www.mass-creative.org/the_art_of_science. Other NSF-funded projects include Art As a Way of Knowing (Exploratorium) and Art of Science Learning. However, as I recently discovered, there is a much longer history (in my lifetime) of art and STEM creative collaboration and exhibition.
"Whether painting in a studio or experimenting in a lab, artists and scientists are often doing the same thing โsearching for answers to puzzling questions about the world in which we live. Through The Art of Science, a unique art competition for high school students, The New York Academy of Sciences and the National Science Foundation have challenged young artists to visually express their views of science and technology through an original work of art. The result: abstract conceptsโlike gravity, loss of motion, vastness of space, and evolutionโspring to life." โIntroduction, 1988
For this competition I was sponsored by a high school art teacher to create my own idea of science and technology using computer-generated graphics. It was selected by a jury and featured in the brochure. This was the same year that I took my first computer graphics course and produced a portfolio that earned me a merit-based (full tuition) scholarship to Pratt Institute in New York City. Re-discovering this work from the past and images of me learning how to create scientific-based art on a computer helps me to link my current research to recent initiatives.
With the resurgence of art and science learning โi.e., the STEM to STEAM movementโ I find it interesting and timely to find this brochure. Unfortunately, an online search led to no other mentions or artifacts from this high school competition but I did find a few recent academic and professional level exhibitions.
Mathematics as the raw material for art: In a recent Paris exhibition, prizewinning mathematicians teamed up with contemporary artists to inspire works that bring intangible concepts to life. "Mathematics - A Beautiful Elsewhere," at the Fondation Cartier, Paris, sought to provide an "answer to the abstraction of mathematics". For "Universe coming from Zero," (2011) and other works David Lynch collaborated to create an arrangement of visuals and installations that show the diversity of mathematics and, in particular, its contribution to the most advanced areas of scientific research.
The Art of Science competition hosted by Princeton University includes work by undergraduates, faculty, research staff, graduate students, and alumni. Professional artists like Hiroshi Sugimoto work with mathematicians to transform and combine the aesthetic, scientific and educational aspects of mathematics into a tangible experience. I cover Sugimoto's work for Art21. Sugimoto created a hyperbolic form entitled a "Surface of revolution with constant negative curvature" that re๏ฌects the elegance of the abstract thinking expressed by mathematicians. Sugimotoโs work asks the inevitable question at the heart of this project: how can mathematical abstraction be represented?
โNowhere Differentiable,โ a new exhibition atย The Simons Center for Geometry and Physics gathers the work of five artists who explore and/or exemplify these concepts from various diasporic perspectives. Each artwork presented alludes to mathematical constructs while simultaneously transmitting calculations vital to the past, present, and future through storytelling and material culture. Info: http://scgp.stonybrook.edu/archives/6042.
Looking at the works in โNowhere Differentiableโ I found that I could link art by artists (many who are of color) that suggest natural phenomena (seeds, clouds, trees), cultural and vernacular forms, and a variety of STEM-related concepts.
These and similar artworks are explored by contemporary artists who express their visions in ways thatย obliterate their cellspaces,ย or identities to return them to the infinite universe. This domain captures work presented in museums and galleries as well as on city streets (graffiti).
From these works you get the way in which these artists are inspired by STEM concepts as well as the various ways in which they reinterpret these frameworks to fit their own conceptions. Dr. Kenneth Wesson writes that, โthe brain likes and looks for patterns โ it doesnโt have to work as hard when it recognizes a pattern.' Patterns are also one of the brainโs primary ways to process new information โ it looks for information it already knows to โmake new information fit.โ Visionary artists re-interpret these patterns (and other ideas) in different ways. In the print on the left indigenous artist DhalmulaBurarrwangareferencesmaterials that are essentially extensions of the (sea). Walworth uses these natural elements to create posters for augmented reality simulations. Download/install the free mobile app and posters (see above). By using the app people have daily access data feeds from the National Oceanic and Atmospheric Administration revealing the threat of high sea temperatures confronting these incredible, fragile coral ecosystems. Info: http://coralrekindlingvenus.com/augmented-reality
[T]he making of a meaningful world engages a set of preexisting forms, but only in relation to a set of personal dispositions of a particular knower. The emergent world is a coming-into-knowledge of another world that already exists. This is the Murngin version of cultureโs twice-born character, the ceaseless flow of semiosis, inside-out and outside-in, linking culture in the world and culture in the mind. โBradd Shore, โCulture in Mind,โ p. 379
Anthropologistย Howardย Morphy explores this knowledge system in Yolngu art and he notes how European interest in this art has caused certain changes in the conditions of its production.ย Outside knowledge for Yolngu (according to Morphy) is analogous to inside knowledge which is secret and sacred. There are layers to this knowledge โ indicated by the kinds of art that is created in indigenous and underrepresented communities. The inside significance of the art has not changed; it retains its dual ability to represent and to constitute relationships between things.ย I can see this visually (see image above) โย moving from painting/printing ancestral narratives and designs to personal, non-sacred art and augmented reality (avatars) โย and this idea can generate new art with these layers (see Yung Jake).