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<strong>NSF</strong> <strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong> <strong>Project</strong><br />

<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong><br />

Author: Anne Spalter<br />

Instructional Designer: Florence Martin, PhD


Table of Contents<br />

<strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong> ............................................................................................ 3<br />

<strong>Introduction</strong> ........................................................................................................... 4<br />

Instruc<strong>to</strong>r Guide Summary .................................................................................... 5<br />

Instructional Design Matrix .................................................................................... 7<br />

<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> – Module Files ....................................................................... 8<br />

Presentation .......................................................................................................... 9<br />

<strong>DVL</strong>-Q ................................................................................................................. 22<br />

Pre/Post <strong>DVL</strong>-Q Key ........................................................................................... 23<br />

Appendix ............................................................................................................. 24


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

What is <strong>DVL</strong>?<br />

<strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong><br />

A modern, literate person is one who is not only able <strong>to</strong> read and write but is educated in all the<br />

basic means necessary <strong>to</strong> thrive in a digital, networked world.<br />

An important aspect of this general literacy is a digital visual literacy, the ability <strong>to</strong> critically<br />

analyze visual materials, create effective visual communications, and make judgments and<br />

decisions using visual representations of thoughts and ideas.<br />

The <strong>NSF</strong> Grant<br />

Supported by a three-year, $600,000 grant from the National Science Foundation, Mesa<br />

Community College (Mesa, Ariz.) and Brown University (Providence, R.I.) are developing<br />

pioneering curriculum modules for teaching digital visual literacy. As international culture and<br />

commerce become increasingly reliant on visual communications, visual literacy is becoming an<br />

essential skill for college graduates.<br />

Downloading <strong>DVL</strong> Modules<br />

If you have any questions regarding downloading the <strong>DVL</strong> modules, email<br />

dvl@domail.maricopa.edu<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

3


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

<strong>Introduction</strong><br />

The powerful and yet easily accessible visual capabilities of the computer have made visual<br />

communication a basic part of our daily lives and an increasingly vital aspect of the IT workplace.<br />

<strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong>, the ability <strong>to</strong> evaluate and create digital visual materials, is thus now an<br />

essential part of general IT literacy. <strong>DVL</strong> modules in CIS105 and BPC 110 complement and<br />

extend instruction in basic computing concepts and office applications.<br />

<strong>DVL</strong> draws on a range of disciplines in the sciences and arts and humanities <strong>to</strong> enable student<br />

engagement with computer-based visual materials on four key fronts: Cultural Context,<br />

Communication, Computer Graphics, and Commerce.<br />

The Cultural Context considers the connections between digital imagery and larger social<br />

issues relevant <strong>to</strong> crea<strong>to</strong>rs and audiences for digital imagery. It also gives students<br />

strategies for ―reading‖ images in these contexts <strong>to</strong> better articulate their meanings.<br />

Cultural context issues often provide motivation and relevance for other <strong>DVL</strong> <strong>to</strong>pics.<br />

The Communications aspect draws on concepts from art and design and vision science<br />

that can help students use computer-based <strong>to</strong>ols <strong>to</strong> reliably create more effective visual<br />

communications. <strong>DVL</strong> modules often focus on communication skills that can be tested<br />

with standard business software assignments.<br />

The Computer Graphics aspects comprises the basic relevant technical concepts<br />

underlying the different types of graphics used in <strong>to</strong>day‘s business software. Students<br />

who have learned these concepts more easily become power users of current software<br />

packages and can also more easily use different versions or brands in the future.<br />

The Commerce area focuses on the impact that digital visual <strong>to</strong>ols, services, and content<br />

are having on the economy and the IT workplace.<br />

<strong>DVL</strong> modules can be used in a mix-and-match manner <strong>to</strong> augment current IT literacy offerings.<br />

The goal is <strong>to</strong> help students become critical viewers of digital visual materials and leverage the<br />

visual power of the computer <strong>to</strong> explore ideas, communicate effectively, make fully informed<br />

decisions, and function with confidence in <strong>to</strong>day‘s increasingly visual environment.<br />

The <strong>NSF</strong> ATE <strong>DVL</strong> grant website has a wealth of additional information including lecture notes<br />

introducing <strong>DVL</strong> and its core subject areas, a white paper, annotated references <strong>to</strong> books,<br />

articles, and links, and, of course, a menu of <strong>DVL</strong> modules that can be used in each courses.<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

4


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

I. Welcome<br />

Instruc<strong>to</strong>r Guide Summary<br />

This lecture introduces <strong>DVL</strong> and the <strong>DVL</strong> modules and should be given before the first module is<br />

used in class. It can be combined with the introduction of the first module or given on its own.<br />

II. Course Overview<br />

Module Topic<br />

Module Description<br />

Module is<br />

recommended for<br />

(course name and<br />

prefix) – Generic<br />

recommendations<br />

along with MCC<br />

Course name and<br />

prefix<br />

Prior Knowledge and<br />

skills recommended<br />

Target Audience and<br />

Class Size<br />

Estimated Time<br />

IN CLASS:<br />

OUT OF CLASS:<br />

Estimated Preparation<br />

Time for the Instruc<strong>to</strong>r<br />

Suggested Schedule/<br />

Module Structure<br />

Module Goal<br />

<strong>Introduction</strong> <strong>to</strong> <strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong><br />

This lecture introduces <strong>DVL</strong> and the <strong>DVL</strong> modules and should be given<br />

before the first module is used in class. It can be combined with the<br />

introduction of the first module or given on its own.<br />

None<br />

BPC101BA - <strong>Introduction</strong> <strong>to</strong> Computers II<br />

BPC110 - Computer Usage and Applications<br />

CIS105 - Survey of Computer Information Systems<br />

Any course which involves computer-based image creation or<br />

analysis.<br />

High school, college, and professional career students.<br />

Any class size.<br />

In-class: 10-15 minutes<br />

15 minutes (<strong>to</strong> become familiar with the slides—more if examples are<br />

modified or replaced).<br />

This lecture should be given before the first <strong>DVL</strong>module is used in<br />

class. It can be combined with the introduction of the first module or<br />

given on its own.<br />

Students should be able <strong>to</strong> describe <strong>DVL</strong>, explain the need for it, and<br />

identify some contexts in which it will be useful <strong>to</strong> them.<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

5


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Module Objectives<br />

Instructional material<br />

(Presentations,<br />

demonstrations,<br />

practice activities and<br />

other material)<br />

Instructional/Teaching<br />

Strategies used<br />

Assessment -<br />

Pretest/ Posttest/<br />

<strong>Project</strong> with grading<br />

rubrics<br />

Equipment and<br />

Software required<br />

Additional Handouts<br />

Teacher Resources, if<br />

any<br />

Evaluation<br />

(Student opinions<br />

about module<br />

effectiveness and<br />

faculty feedback<br />

about the module)<br />

Appendix materials<br />

1. Become aware of the dramatically increasing importance of<br />

creating and interpreting computer-based visual communication<br />

2. Provide some examples of real-world digital visual applications<br />

3. Identify a range of digital visual aspects of personal and workplace<br />

life (recognize and provide examples and participate in<br />

discussions).<br />

4. Define <strong>DVL</strong><br />

5. Draw a parallel with other literacies (textual and numeracy)<br />

6. Describe difference between <strong>DVL</strong> and other new literacies such as<br />

―multimedia literacy‖<br />

7. Name the four main ―C‖ areas of <strong>DVL</strong> in IT literacy<br />

The instructional material for this module is a PowerPoint lecture with<br />

detailed lecture notes and suggestions for cus<strong>to</strong>mization. Discussion<br />

questions are provided within the PowerPoint notes.<br />

[file name]<br />

Slide presentation and class discussions.<br />

Computer & web browser software (or PowerPoint viewer)<br />

Computer projection unit (or transparencies and overhead projec<strong>to</strong>r)<br />

Notes are included with each PowerPoint slide.<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

6


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Instructional Design Matrix<br />

Goal: Students will be able <strong>to</strong> describe <strong>DVL</strong>, explain the need for it, and identify some contexts in which it will be useful <strong>to</strong> them.<br />

Objectives Information/Examples Practice with Feedback Assessment<br />

1. Become aware of the dramatically increasing<br />

importance of creating and interpreting computerbased<br />

visual communication.<br />

2. Provide some examples of real-world digital<br />

visual applications.<br />

3. Identify a range of digital visual aspects of<br />

personal and workplace life (recognize and<br />

provide examples and participate in discussions).<br />

4. Define <strong>DVL</strong><br />

5. Draw a parallel with other literacies (textual and<br />

numeracy)<br />

6. Describe difference between <strong>DVL</strong> and other new<br />

literacies such as ―multimedia literacy‖<br />

7. Name the four main ―C‖ areas of <strong>DVL</strong> in IT literacy<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965 Last updated July 2008<br />

PPT<br />

PPT<br />

PPT<br />

PPT<br />

PPT<br />

Discussion <strong>DVL</strong>-Q<br />

Discussion <strong>DVL</strong>-Q<br />

Discussion <strong>DVL</strong>-Q<br />

Discussion <strong>DVL</strong>-Q<br />

Discussion <strong>DVL</strong>-Q<br />

PPT Discussion <strong>DVL</strong>-Q<br />

PPT<br />

Discussion <strong>DVL</strong>-Q<br />

7


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Intro <strong>to</strong> <strong>DVL</strong> PowerPoint presentation (10 MB)<br />

intro<strong>to</strong>dvl_july08.ppt<br />

<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> – Module Files<br />

<strong>DVL</strong> Pre-<strong>DVL</strong>/Post-<strong>DVL</strong> Survey (The <strong>DVL</strong>-Q can be administered before and after the<br />

<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Module<br />

<strong>DVL</strong>-Q<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

8


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Presentation<br />

Slide 1<br />

Slide 2<br />

<strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong><br />

An <strong>Introduction</strong> <strong>to</strong> the <strong>DVL</strong> Modules<br />

Anne Morgan Spalter, Brown University<br />

This material is based upon work supported by the National Science Foundation Grant No. 0501965.<br />

Any opinions, findings and conclusions or recommendations expressed in this material are those of the<br />

author(s) and do not necessarily reflect the views of the National Science Foundation (<strong>NSF</strong>).<br />

Roadmap for This Lecture<br />

• Our <strong>Digital</strong> <strong>Visual</strong><br />

World<br />

• What is <strong>Digital</strong><br />

<strong>Visual</strong> <strong>Literacy</strong><br />

(<strong>DVL</strong>)?<br />

• The Four ―C‖ Areas<br />

of <strong>DVL</strong><br />

The ―new family pho<strong>to</strong> album.‖<br />

Networked, multi-user, Ceiva digital<br />

pho<strong>to</strong> frame and camera phone.<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 2<br />

[this lecture introduces <strong>DVL</strong> and the <strong>DVL</strong><br />

modules and should be given before the first<br />

module is used in class. It can be combined with<br />

the introduction of the first module or given on its<br />

own. The lecture should take about 15 minutes—<br />

more if there is discussion.]<br />

[The flow of the lecture is:<br />

--images are all around us. This has not always<br />

been true and the number of images and roles<br />

they play has been accelerating dramatically.<br />

--The advent of computer graphics has made this<br />

even more true and added a host of new<br />

powerful ways <strong>to</strong> make and share visual<br />

materials (from still images <strong>to</strong> 3D interactive<br />

simulations).<br />

--Unlike changes <strong>to</strong> visual technology in the past,<br />

the ubiqui<strong>to</strong>us nature of computer graphics<br />

involves almost everyone in a wide variety of<br />

personal and workplace situations. The need <strong>to</strong><br />

better understand visual communication is now<br />

not just relevant for visual professionals (like<br />

architects or designers) but for everyone.<br />

--Definition of <strong>DVL</strong> and a slide that shows that the<br />

larger field of <strong>DVL</strong> overlaps with IT literacy. Not<br />

all of <strong>DVL</strong> is appropriate for an IT literacy<br />

course…<br />

--Some specific examples of things you may well<br />

need <strong>to</strong> do in the workplace or at home that<br />

involve the <strong>DVL</strong> concepts relevant <strong>to</strong> IT literacy<br />

--The modules you will be using are based on<br />

research at Brown University that builds on<br />

previous research in visual literacy but also<br />

integrates work in a number of disciplines that re<br />

not usually considered as part of visual literacy.<br />

These include technical material from the<br />

computer science sub-discipline of computer<br />

9


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 3<br />

Our <strong>Digital</strong> <strong>Visual</strong> World 1/2<br />

• Images used <strong>to</strong> be displayed<br />

in only a few places, such as<br />

churches, but are now<br />

ubiqui<strong>to</strong>us<br />

• Television was introduced<br />

only 60 years ago<br />

• By HS graduation US<br />

children will have spent<br />

more time in front of the TV<br />

than in the classroom (AACAP)<br />

graphics as well as research in vision science.<br />

The five main disciplines that have contributed <strong>to</strong><br />

this work are…<br />

--Obviously, not all these areas are relevant <strong>to</strong> an<br />

introduc<strong>to</strong>ry IT literacy course. Although informed<br />

by all these areas, our modules for [class name]<br />

are focused on four application areas relevant <strong>to</strong><br />

this course, namely…<br />

--We believe the <strong>DVL</strong> skills you will learn will help<br />

you succeed in the workplace. This project is still<br />

being developed and your feedback will help us<br />

improve the modules for future students.]<br />

The Ceiva digital pho<strong>to</strong> frame is a networked<br />

screen that shows digital pho<strong>to</strong>s. You send<br />

pho<strong>to</strong>s <strong>to</strong> the screen by uploading them <strong>to</strong> a web<br />

page. You can also send it pho<strong>to</strong>s from your cell<br />

phone. The owner of the frame does not need a<br />

computer <strong>to</strong> use the frame—it can get images<br />

over the phone line using a local phone number.<br />

[I like this example because it shows new types<br />

of digital visual communication in daily life and<br />

does not require much computer knowledge.]<br />

Product pho<strong>to</strong> used by permission of Ceiva.<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 3<br />

•Until quite recently (the last few hundred years)<br />

people saw few man-made images. Before the<br />

printing press, most people still only saw images<br />

in places like churches, where the s<strong>to</strong>ries of the<br />

bible were <strong>to</strong>ld in sculpture and stain glass<br />

panels. In the 1500s, as printing came in<strong>to</strong> wider<br />

use, this slowly began <strong>to</strong> change.<br />

•Today we see thousands of images a day<br />

without thinking anything of it.<br />

[American Academy of Child and Adolescent<br />

Psychiatry<br />

http://aacap.org/page.ww?name=Children+and+<br />

Watching+TV&section=Facts+for+Families<br />

Children And Watching TV<br />

No. 54; March 2001<br />

Television viewing is a major activity and<br />

influence on children and adolescents. Children<br />

in the United States watch an average of three <strong>to</strong><br />

four hours of television a day. By the time of high<br />

school graduation, they will have spent more time<br />

watching television than they have in the<br />

classroom. While television can entertain,<br />

inform, and keep our children company, it may<br />

also influence them in undesirable ways.]<br />

10


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 4<br />

Our <strong>Digital</strong> <strong>Visual</strong> World 2/2<br />

• Graphical interfaces make easy<br />

computing possible<br />

• Pho<strong>to</strong>realistic imaginary<br />

characters common in movies<br />

• <strong>Visual</strong>ization lets doc<strong>to</strong>rs look<br />

inside your body<br />

• Large data sets can be<br />

visualized (weather, etc.)<br />

• Industrial design depends on<br />

CAD (computer-aided design)<br />

• Simulations affect most areas of<br />

science, from nanotechnology<br />

<strong>to</strong> biology and beyond<br />

Sources<br />

Pho<strong>to</strong> of family watching television<br />

http://teachpol.tcnj.edu/amer_pol_hist/thumbnail4<br />

27.html<br />

Credit: National Archives and Records<br />

Administration.<br />

[Anne Spalter pho<strong>to</strong>, Geneva, stained glass in<br />

Chancel of Cathedral St. Pierre]<br />

•In short… we all must live and interact with an<br />

increasingly digital and visual world. Computer<br />

graphics affects all areas of our lives, from<br />

reading the newspaper (many color images now)<br />

and watching TV (news images taken with digital<br />

cameras and sent over the Internet <strong>to</strong> appear<br />

moments after events take place) <strong>to</strong>:<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 4<br />

•The way we interact with computers, which is<br />

chiefly visual (windows, icons, menus and<br />

pointers), making computing relatively easy—<br />

even young kids can do many things.<br />

•Going <strong>to</strong> the movies, where we often see<br />

realistic characters that have never existed<br />

outside the computer—and even ―live‖ scenes<br />

that now contain a great deal of computer<br />

graphics manipulation. Even the edit process is<br />

digital. And soon the film will be <strong>to</strong>o<br />

•Going <strong>to</strong> the doc<strong>to</strong>r: chances are some imaging<br />

technique will be used long before surgery is<br />

discussed<br />

•Doing any type of design work–from graphic<br />

design <strong>to</strong> pho<strong>to</strong>graphy <strong>to</strong> web designers—all use<br />

computer graphics. In fields like architecture and<br />

industrial design the computer helps designers<br />

work out designs and test options long before<br />

anything actually 3D is constructed.<br />

•Work in virtually all the sciences, which now<br />

depend heavily on computer graphics—both <strong>to</strong><br />

do work and communicate the results.<br />

[Can you think of other examples? Of any digital<br />

visual materials you have encountered lately?]<br />

SOURCES: Top left: Pho<strong>to</strong> taken by Kay<br />

Gaisford, PD.<br />

Middle Left:<br />

http://www.nasa.gov/centers/goddard/images/con<br />

tent/95457main_before_after.jpg<br />

Government image, PD<br />

Lower left:<br />

11


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 5 Computer Technology<br />

Has Accelerated this Change<br />

1900: Kodak‘s ―brownie‖ camera<br />

1900s (early): first movie theaters<br />

1980s bulky, low quality VCR a<br />

―wow‖ item<br />

1984: ATT breakup<br />

1990: color printers ~$10K<br />

2006: Kodak sells no film cameras<br />

2006: desk<strong>to</strong>p movie making<br />

2006 tiny iPOD has HD video<br />

2006: cell phones have megapixel+ camera,<br />

video, even scanners<br />

2006: given as bank ―gifts‖<br />

19th century studio camera, with bellows for focusing Bell Howell Keychain <strong>Digital</strong> Camera<br />

http://www.nasa.gov/centers/ames/multimedia/im<br />

ages/2006/earbot_prt.htm<br />

Government image, PD<br />

Upper right:<br />

http://www.aviationsystemsdivision.arc.nasa.gov/<br />

multimedia/simac/index.html<br />

Government image, PD<br />

Middle right:<br />

http://www.lanl.gov/news/albums/science/headan<br />

dneckimage.jpg<br />

Government image, PD<br />

Lower Right:<br />

http://ct.gsfc.nasa.gov/news.sc95_slides.html.<br />

Simple cell-like structures called vesicles may<br />

have been the first self-replicating systems in the<br />

world-marking the beginnings of life. Government<br />

image, PD<br />

•Many technologies (from the printing press <strong>to</strong><br />

the camera <strong>to</strong> TV and fast, cheap color printing)<br />

have contributed <strong>to</strong> the explosion of images.<br />

•The computer has introduced new <strong>to</strong>ols of<br />

incredible power, however, and, unlike most<br />

previous technologies, has put them in the hands<br />

of amateurs and a wide range of professionals.<br />

•It is not just designers or film makers who are<br />

involved in this image revolution, but all of us.<br />

19th century studio camera, with bellows for<br />

focusing.<br />

http://en.wikipedia.org/wiki/Image:Studijskifo<strong>to</strong>ap<br />

arat.JPG<br />

Permission is granted <strong>to</strong> copy, distribute and/or<br />

modify this document under the terms of the<br />

GNU Free Documentation license,<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

12


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 6<br />

Example: <strong>Digital</strong> Cameras<br />

• Personal documentation<br />

– People taking, editing and<br />

sharing digital images at<br />

almost no cost/image<br />

– Even ‗still ― cameras now<br />

often have video<br />

• Surveillance<br />

– S<strong>to</strong>res have<br />

cameras,<br />

banks, etc.<br />

– Traffic cameras<br />

• <strong>Digital</strong> cameras and sophisticated image<br />

processing can ticket cars at high speed and<br />

even at night<br />

• Issues<br />

– Edited family pho<strong>to</strong> albums?<br />

– Right <strong>to</strong> privacy?<br />

– Global communication<br />

• Political impact of amateur digital<br />

pho<strong>to</strong>graphs (e.g. Abu Ghraib )<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 6<br />

•Let‘s look at one example that will probably<br />

already be familiar <strong>to</strong> many of you… Who here<br />

has used a digital camera?<br />

•Well, digital cameras may look like regular film<br />

cameras, but they are really a different type of<br />

<strong>to</strong>ol. Understanding their nature requires a bit of<br />

<strong>DVL</strong>…<br />

•Culturally speaking, people seem <strong>to</strong> take a lot<br />

more pictures with digital cameras. Their small<br />

size and free per-picture cost makes it easy <strong>to</strong><br />

carry one around and document almost<br />

everything. They also often have video capability<br />

and suddenly many people who would not<br />

necessarily buy a video camera are recording<br />

clips and sending them friends.<br />

•The digital camera also provides you with an<br />

image that is temptingly easy <strong>to</strong> change. It might<br />

as simple as correcting contrast or eliminating<br />

distracting details. Or maybe you‘d like <strong>to</strong> loose a<br />

few pounds in your picture? Or get rid of<br />

someone you no longer like? The possibilities are<br />

endless.<br />

•An interesting example highlighted last year in<br />

the Wall Street Journal is the rise of companies<br />

that edit you or your loved ones in<strong>to</strong> different<br />

backgrounds. The main initial goal has been<br />

creating pictures of loved ones in jail that show<br />

them in nice surroundings instead. But one can<br />

also imagine pictures of vacations that never<br />

actually happened and many other possibilities.<br />

•Amateur digital pictures get taken everywhere<br />

and are easily distributed. Sometimes the results<br />

are all positive—like sending pictures of your new<br />

baby <strong>to</strong> relatives. Sometimes the results can<br />

influence international events, as the images<br />

from Abu Graihb did.<br />

[What if a friend takes a picture of you at a party<br />

and then puts it up on a Blog or in MySpace?]<br />

Sources”<br />

Abu Ghraib prisoner abuse pho<strong>to</strong>: This image is<br />

a work of a U.S. military or Department of<br />

Defense employee, taken or made during the<br />

course of an employee's official duties. As a work<br />

of the U.S. federal government, the image is in<br />

the public domain.<br />

Edited personal pho<strong>to</strong>s – taken by Kathleen<br />

Gaisford, PD<br />

13


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 7<br />

You Can’t Believe<br />

Everything You See…<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 7<br />

•On August 26, 1989, the cover of TV Guide,<br />

shown, pictured Oprah Winfrey – but it was not<br />

actually her. The body was of Ann-Margaret, an<br />

ac<strong>to</strong>r. The fraud was detected by Ann-Margaret‘s<br />

fashion designer, who recognized the dress.<br />

•Other publications have been caught doing this<br />

as well; the cover pho<strong>to</strong>graph of a National<br />

Geographic issue in 1982 digitally moved the<br />

pyramids closer <strong>to</strong>gether <strong>to</strong> better fit the tall<br />

format of the magazine.<br />

•Recently a Reuters pho<strong>to</strong>grapher was fired for<br />

doc<strong>to</strong>ring pho<strong>to</strong>s. To add <strong>to</strong> the insult, the pho<strong>to</strong>s<br />

are not even well doc<strong>to</strong>red! You can see smoke<br />

obviously ―cloned‖ and some buildings <strong>to</strong>o if you<br />

look closely. You can read more about this and<br />

other doc<strong>to</strong>red war images online.<br />

•You don‘t need digital <strong>to</strong>ols <strong>to</strong> make a<br />

misleading pho<strong>to</strong>graph—all pho<strong>to</strong>graphs show<br />

only a portion of a scene. The pho<strong>to</strong>grapher<br />

makes many choices that influence the final<br />

effect. In addition, captioning, cropping, setting<br />

up supposedly natural shots, and dark room<br />

editing all can create misleading images. The<br />

<strong>DVL</strong> skills here build on traditional visual literacy<br />

skills.<br />

Sources<br />

Oprah -<br />

http://www.museumofhoaxes.com/pho<strong>to</strong>s/oprah.h<br />

tml (includes many more examples of<br />

Pho<strong>to</strong>graphic Hoaxes)<br />

War pho<strong>to</strong>s:<br />

http://littlegreenfootballs.com/weblog/?entry=219<br />

56_Reuters_Doc<strong>to</strong>ring_Pho<strong>to</strong>s_from_Beirut&only<br />

which also has discussions of other images. This<br />

site, a Blog called Little Green Footballs, has a<br />

long list of ―fauxo<strong>to</strong>graphy‖ examples from war<br />

media.<br />

14


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 8<br />

Example: <strong>Visual</strong>izing Data<br />

• Prediction and analysis of<br />

complex weather<br />

phenomenon—from<br />

hurricanes <strong>to</strong> global<br />

warming<br />

• Can see inside the body by<br />

visualizing data from MRI,<br />

CAT scans, etc.<br />

– Pros and cons: powerful<br />

diagnostic <strong>to</strong>ol, but be<br />

misleading or suggest<br />

accuracy than actually there<br />

• Whole field called scientific<br />

visualization…<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 8<br />

[This is another example <strong>to</strong> use if there is time—<br />

or you can put in your own second example—or<br />

just use the digital camera example if pressed for<br />

time.]<br />

•<strong>Digital</strong> processing of scans, like the MRI scans<br />

shown here, require many decisions <strong>to</strong> be made.<br />

Here, different color mapping were used for same<br />

data set. Some choices show overall structure<br />

better than others, some call attention <strong>to</strong> certain<br />

locations in the brain which may or may not be<br />

important ones for locating a possible tumor.<br />

Choosing the right color mapping can literally be<br />

a matter of life and death…<br />

•Complex systems like weather are much easier<br />

<strong>to</strong> grasp through visualization. This image shows<br />

the amount of rainfall during hurricane Katrina.<br />

Red areas have the highest rainfall.<br />

•On a related note, the debate about global<br />

warming depends large on computer-based<br />

models and simulations. It is important <strong>to</strong><br />

understand that concepts behind such modeling<br />

<strong>to</strong> make an informed decisions.<br />

Sources:<br />

Weather system:<br />

http://lwf.ncdc.noaa.gov/oa/climate/research/200<br />

5/katrina.html<br />

2D slice of MRI<br />

data. http://vis.cs.brown.edu/results/images/Laidl<br />

aw-1995-GME.253.html<br />

David H. Laidlaw. Geometric Model Extraction<br />

from Magnetic Resonance Volume Data. PhD<br />

thesis, California Institute of Technology, 1995<br />

Used by permission of David H. Laidlaw<br />

http://vis.cs.brown.edu/results/images/Acevedo-<br />

2004-CRP.035.html<br />

Daniel Acevedo, Song Zhang, David H. Laidlaw,<br />

and Chris Bull. Color Rapid Pro<strong>to</strong>typing for<br />

Diffusion Tensor MRI <strong>Visual</strong>ization. In<br />

Proceedings of MICCAI 2004 Short Papers,<br />

September 2004<br />

MRI <strong>Visual</strong>ization.jpg<br />

Used by permission of David H. Laidlaw<br />

15


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 9<br />

Slide 10<br />

Roadmap for This Lecture<br />

• Our <strong>Digital</strong> <strong>Visual</strong><br />

World<br />

• What is <strong>Digital</strong><br />

<strong>Visual</strong> <strong>Literacy</strong><br />

(<strong>DVL</strong>)?<br />

• The Four ―C‖<br />

Areas of <strong>DVL</strong><br />

What is <strong>DVL</strong>?<br />

The ―new family pho<strong>to</strong> album.‖<br />

Networked, multi-user, Ceiva digital<br />

pho<strong>to</strong> frame and camera phone.<br />

• Has parallels with textual literacy and numeracy<br />

– E.g., textual literacy = both reading and writing<br />

• <strong>DVL</strong> is the ability <strong>to</strong> create and interpret computerbased<br />

images<br />

– Critically evaluate digital visual materials (2D and 3D, static<br />

and moving)<br />

– Make decisions using digital visual representations of data and<br />

ideas<br />

– Use computers <strong>to</strong> create effective visual communications<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 9<br />

07/26/06 slide 10<br />

•<strong>DVL</strong> is a literacy just like textual literacy—<br />

expect with visual materials. To be visual literate,<br />

one needs <strong>to</strong> be able <strong>to</strong> create and interpret<br />

visual images. The have <strong>DVL</strong> means <strong>to</strong> create<br />

and interpret images made on the computer.<br />

•<strong>DVL</strong> builds on previous efforts in traditional<br />

visual literacy and visual science as well as on IT<br />

literacy concepts.<br />

_______________________________________<br />

__<br />

The books shown (from right <strong>to</strong> left) are:<br />

<strong>Visual</strong> Thinking Rudolf Arnheim, University of<br />

California Press, 2004<br />

Arnheim asserts that all thinking (not just thinking<br />

related <strong>to</strong> art) is basically perceptual in nature,<br />

and that the ancient dicho<strong>to</strong>my between seeing<br />

and thinking, between perceiving and reasoning,<br />

is false and misleading.<br />

http://astro.temple.edu/~iversteg/Arnheim.html<br />

•<strong>Visual</strong> Language: Global Communication for<br />

the 21st Century Robert E. Horn, MacroVU<br />

Press, 1999<br />

Horn argues that there is a new "language" in<br />

play which consists of images and words fully<br />

integrated and working <strong>to</strong>gether. Worth reading<br />

even though he suffers from a delusion that one<br />

can illustrate a visual thinking book effectively<br />

with clip art.<br />

http://www.stanford.edu/~rhorn/<br />

•<strong>Visual</strong> <strong>Literacy</strong>: Learn <strong>to</strong> See, See <strong>to</strong> Learn<br />

Lynell Burmark, Association for Supervision &<br />

Curriculum Development, 2002<br />

A clearly written, practical, effective book on<br />

using visuals in education. Great resource for<br />

teachers, especially the section on PowerPoint.<br />

16


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 11<br />

What is <strong>DVL</strong> 2/2?<br />

• Why <strong>DVL</strong> vs. ―21 st century literacy,‖ ―multimedia<br />

literacy,‖ ―screen literacy,‖ etc?<br />

– <strong>Visual</strong> aspect deserves separate study<br />

– Computers have fundamentally changed nature of<br />

visual communication<br />

• We have abstract encoding of images and 3D<br />

models for the first time<br />

– These lead <strong>to</strong> methods of creating, replicating,<br />

modifying, and distributing images not possible with<br />

traditional means<br />

• Computers are first powerful visual <strong>to</strong>ol since<br />

camera easily used by ―amateurs‖<br />

•Information <strong>Visual</strong>ization: Perception for<br />

Design, Colin Ware, Morgan Kaufmann, 2004<br />

A great book applying perceptual research <strong>to</strong><br />

visualization design. Readable by non-technical<br />

people, but aimed chiefly at CS folk doing<br />

scientific visualization. Interesting first chapter on<br />

semiotics and viz design.<br />

http://www.ccom.unh.edu/vislab/CWBio.html<br />

•“Being Fluent with Information Technology”<br />

(1999), Computer Science and<br />

Telecommunications Board (CSTB)<br />

[http://darwin.nap.edu/openbook.php?record_id=<br />

6482&page=1]<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 11<br />

You may wonder how this ―digital visual literacy‖<br />

relates <strong>to</strong> some of the other new types of literacy,<br />

such as ―multimedia literacy‖ or ―screen literacy.‖<br />

In <strong>DVL</strong>, we focus on the visual aspects of<br />

multimedia and computer-based<br />

communications. This is not because sound and<br />

text and other ―media‖ are unimportant, but<br />

because the changes <strong>to</strong> visual communication<br />

brought about by the computer are more<br />

dramatic and of more direct impact in our daily<br />

and work lives.<br />

Although methods for encoding speech (writing)<br />

and music (music notation) have been around for<br />

thousands of years, an abstract encoding of<br />

visual data was never readily available.<br />

Computers have changed that. S<strong>to</strong>ring visual<br />

information as pixels or mathematical shape<br />

descriptions lets computer users work with<br />

images in new ways.<br />

In addition <strong>to</strong> being a new powerful <strong>to</strong>ol for<br />

creating, changing, and sharing images, the<br />

computer is also becoming ubiqui<strong>to</strong>us. It‘s in the<br />

home, the office, even your phone. Unlike<br />

previous image-making technologies (from oil<br />

painting <strong>to</strong> even film developing) the computer is<br />

extremely convenient and accessible <strong>to</strong><br />

amateurs, requiring easily learned skills and with<br />

no particular physical requirements (i.e., you<br />

don‘t need special additional equipment or<br />

spaces such as those necessary for painting,<br />

casting metal, making etchings, etc.)<br />

17


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 12<br />

Slide 13<br />

Not All Aspects of <strong>DVL</strong> are<br />

Part of IT <strong>Literacy</strong><br />

<strong>DVL</strong> relevant <strong>to</strong> IT<br />

literacy is:<br />

1. Using visual<br />

aspects of <strong>to</strong>day‘s<br />

computer<br />

applications<br />

2. Mastering relevant<br />

foundational <strong>DVL</strong><br />

concepts<br />

3. Applying digital<br />

visual IT in real-life<br />

situations<br />

<strong>Digital</strong><br />

<strong>Visual</strong><br />

<strong>Literacy</strong><br />

IT <strong>Literacy</strong><br />

Points adapted from Being Fluent with Information Technology, Computer Science and Telecommunications Board, 1999<br />

Why Learn <strong>DVL</strong> in<br />

an IT <strong>Literacy</strong> Course?<br />

• Workplace requires visual<br />

communication via computer<br />

– Presentations<br />

– Charts<br />

– Pho<strong>to</strong>graphs<br />

– <strong>Visual</strong>ization of all kinds of data<br />

– Web site design<br />

– Persuasive use of imagery<br />

– Analyze, interpret visual materials<br />

– Etc.<br />

• Personal activities<br />

– Using a digital camera<br />

– Communicating with friends<br />

– Flyers and invitations<br />

– Personal expression<br />

– Games and hobbies<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 12<br />

slide 13<br />

•<strong>DVL</strong> is a subset of more general areas like ―21 st<br />

century literacy‖ or ―IT literacy‖<br />

•Not all of <strong>DVL</strong> is relevant <strong>to</strong> this course (we‘re<br />

not making Hollywood films here or studying<br />

astrophysics) , but there is part of <strong>DVL</strong> that is<br />

also basic IT literacy, i.e., being comfortable with<br />

and getting the most that you can out of your<br />

interaction with a computer.<br />

•As with IT literacy in general, the visual literacy<br />

we‘ll be acquiring includes<br />

--knowing how <strong>to</strong> use specific<br />

current applications<br />

--learning about the fundamental<br />

concepts that make computer<br />

graphics possible and effective<br />

--and doing assignments that will<br />

help prepare you <strong>to</strong> apply your<br />

<strong>DVL</strong> in real-life situations<br />

These three categories of literacy come from<br />

―Being Fluent with Information Technology‖<br />

(1999), Computer Science and<br />

Telecommunications Board (CSTB)<br />

[http://darwin.nap.edu/openbook.php?record_id=<br />

6482&page=1]<br />

•It's the real-life situations that probably interest<br />

you most and you may be using digital visual<br />

skills already in your jobs.<br />

•It is not just visual professionals (such as<br />

graphic designers or pho<strong>to</strong>graphers) who now<br />

need <strong>to</strong> communicate visually and interpret visual<br />

materials—increasingly all types of IT and<br />

knowledge work require some degree of <strong>DVL</strong>.<br />

•We‘ll see in a slide further one some of the<br />

things wrong with the graph shown here.<br />

•The digital camera pictures is so small it‘s sold<br />

as a keychain.<br />

[Do any of you currently use visual<br />

communication in your current job?]<br />

[Are there things on this list that you don‘t<br />

currently do but would like <strong>to</strong>?]<br />

•In addition, personal life now includes digital<br />

visual means of creation and communication—for<br />

instance, with digital cameras.<br />

[How many of you own a digital camera? Does<br />

you cell phone have a camera in it?]<br />

18


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 14<br />

Slide 15<br />

Slide 16<br />

Underlying Concepts<br />

Come from Many Fields<br />

• Academics<br />

– Sciences<br />

– Humanities<br />

– Business<br />

• Application areas<br />

(medicine, military,<br />

etc.)<br />

• Little conversation<br />

between practitioners<br />

in these fields<br />

Roadmap for This Lecture<br />

• Our <strong>Digital</strong> <strong>Visual</strong><br />

World<br />

• What is <strong>Digital</strong><br />

<strong>Visual</strong> <strong>Literacy</strong><br />

(<strong>DVL</strong>)?<br />

• The Four ―C‖<br />

Areas of <strong>DVL</strong><br />

Four “C”s of <strong>DVL</strong><br />

The ―new family pho<strong>to</strong> album.‖<br />

Networked, multi-user, Ceiva digital<br />

pho<strong>to</strong> frame and camera phone.<br />

• Cultural Awareness<br />

– How do digital visual materials affect our<br />

understanding of our world and each other?<br />

• Communications<br />

– How can digital visual communication be most<br />

effective?<br />

• Commerce<br />

– What are the economic implications of a digital visual<br />

world?<br />

• Computer Graphics Concepts<br />

– What is the language of digital visual software?<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 14<br />

slide 15<br />

slide 16<br />

Culture: draws on concepts from ―<strong>Visual</strong> Culture‖<br />

disciplines <strong>to</strong> understand how we make meaning<br />

with images and how different audiences use and<br />

interpret images differently. [Example of <strong>DVL</strong><br />

module in this area, ideally one that will be used<br />

in the class.]<br />

Communications: This area draws on concepts<br />

in design and on vision science concepts that<br />

support effective design guidelines.<br />

[Example of <strong>DVL</strong> module in this area, ideally one<br />

that will be used in the class.]<br />

Commerce: drawing on the ―image economy‖<br />

disciplines, ―Commerce‖ looks at economic<br />

implications, from new types of business models<br />

<strong>to</strong> the effect of design on product desirability.<br />

[Example of <strong>DVL</strong> module in this area, ideally one<br />

that will be used in the class.]<br />

CG Concepts: draws on CG and scientific<br />

visualization. Basic concepts help make all<br />

graphics software easier <strong>to</strong> use and provides a<br />

vocabulary for discussing different types of<br />

computer-generated visual materials. [Example<br />

of <strong>DVL</strong> module in this area, ideally one that will<br />

be used in the class.]<br />

The Five Underlying Areas<br />

19


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 17<br />

The <strong>DVL</strong> Modules<br />

• Each module has a chief ―C‖<br />

area and often sub-areas as<br />

well:<br />

– E.g., A Communications<br />

module could also have some<br />

Computer Graphics concepts<br />

• Current modules<br />

– Use legal concepts of<br />

copyrights law <strong>to</strong> explore<br />

cultural issues in the use of<br />

images online<br />

– Use findings in vision science<br />

<strong>to</strong> explain design guidelines<br />

– Etc.<br />

What‘s Wrong with this<br />

Graph?<br />

• Angle adds dis<strong>to</strong>rtion from<br />

perceived perspective<br />

effect<br />

• X-axis <strong>to</strong>o wide compared<br />

with y-axis<br />

• And more!<br />

<strong>Visual</strong> Culture: Critical discussion of visual<br />

materials and his<strong>to</strong>ry, including <strong>to</strong>pics in art<br />

his<strong>to</strong>ry, media culture, visual his<strong>to</strong>ry, and<br />

philosophy.<br />

Art and Design: Basic concepts in 2D, 3D, and<br />

time-based visual art and design<br />

Vision Science: Basic concepts in neuroscience,<br />

perception, and cognitive science<br />

Computer Graphics and <strong>Visual</strong>ization (CS):<br />

Basic concepts in the science of computer<br />

graphics and scientific visualization<br />

Image Economy: The economic implications of<br />

creating, distributing, purchasing, exchanging<br />

visual (largely digital) materials<br />

Not all relevant <strong>to</strong> IT <strong>Literacy</strong> classes, of<br />

course…<br />

•Researchers at Brown University have been<br />

working on defining the field of digital visual<br />

literacy. In their work, they have been using the 5<br />

areas described here <strong>to</strong> understand different<br />

aspects of the field. Other fields also contribute,<br />

of course, but these have been main contribu<strong>to</strong>rs.<br />

•As you can see some are in the humanities (art<br />

his<strong>to</strong>ry, etc.) and some in the sciences (the visual<br />

science fields and technical aspects of computer<br />

graphics).<br />

•The Brown researchers have notes that there is<br />

often little communication between practitioners<br />

of these different disciplinary areas. This is one of<br />

the reasons that visual literacy has not been well<br />

defined.<br />

•A wide range of <strong>DVL</strong> modules have been<br />

created or are in production. In this class we‘ll be<br />

using [names of modules, brief descriptions].<br />

•Obviously , we cannot cover the whole field, but<br />

we hope <strong>to</strong> introduce a related series of<br />

ideas/concepts that will help you become more<br />

visually literate.<br />

[This slide can be modified <strong>to</strong> have a picture<br />

relevant <strong>to</strong> modules that will be used in the class.<br />

Also, the list of modules should be modified <strong>to</strong><br />

include whatever ones will be used in the class.]<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

20


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide 18<br />

Conclusion<br />

• New skills are needed <strong>to</strong> succeed in the<br />

digital visual world<br />

• We hope these <strong>DVL</strong> modules help you<br />

gain some of those skills<br />

• All modules will have assessment forms<br />

and your feedback is appreciated!<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

slide 18<br />

21


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

<strong>DVL</strong>-Q<br />

1. The visual appearance of textual information is relatively unimportant so long as it is legible<br />

True<br />

False<br />

2. <strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong> is the same as Multimedia <strong>Literacy</strong><br />

True<br />

False<br />

3. <strong>DVL</strong> includes cultural awareness. That is, an image might mean different things <strong>to</strong> different<br />

people.<br />

True<br />

False<br />

4. <strong>DVL</strong> does not include learning <strong>to</strong> evaluate images <strong>to</strong> decide if they are true and accurate.<br />

True<br />

False<br />

5. <strong>DVL</strong> includes the ability <strong>to</strong> use computers <strong>to</strong> create effective visual communications.<br />

True<br />

False<br />

6. <strong>DVL</strong> includes the ability <strong>to</strong> make decisions using digital visual representations of data and<br />

ideas.<br />

True<br />

False<br />

7. The concepts underlying <strong>DVL</strong> comes from the arts and humanities, sciences and business.<br />

True<br />

False<br />

8. Compared <strong>to</strong> the past, computer technologies have speeded our change <strong>to</strong>ward a visually<br />

oriented society.<br />

True<br />

False<br />

9. Because electronics are expensive and difficult <strong>to</strong> use, image-making is becoming more and<br />

more restricted <strong>to</strong> professional designers and pho<strong>to</strong>graphers.<br />

True<br />

False<br />

10. <strong>DVL</strong> includes the ability <strong>to</strong> make informed decisions using digital visual representations of<br />

data and ideas.<br />

True<br />

False<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

22


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Pre/Post <strong>DVL</strong>-Q<br />

Key for Pre/Post <strong>DVL</strong>-Q – This key is displayed here so that you can share the results with your<br />

students after they participate in the Pre/Post <strong>DVL</strong>-Q<br />

1. The visual appearance of textual information is relatively unimportant so long as it is legible<br />

True<br />

False<br />

2. <strong>Digital</strong> <strong>Visual</strong> <strong>Literacy</strong> is the same as Multimedia <strong>Literacy</strong><br />

True<br />

False<br />

3. <strong>DVL</strong> includes cultural awareness. That is, an image might mean different things <strong>to</strong> different<br />

people.<br />

True<br />

False<br />

4. <strong>DVL</strong> does not include learning <strong>to</strong> evaluate images <strong>to</strong> decide if they are true and accurate.<br />

True<br />

False<br />

5. <strong>DVL</strong> includes the ability <strong>to</strong> use computers <strong>to</strong> create effective visual communications.<br />

True<br />

False<br />

6. <strong>DVL</strong> includes the ability <strong>to</strong> make decisions using digital visual representations of data and<br />

ideas.<br />

True<br />

False<br />

7. The concepts underlying <strong>DVL</strong> comes from the arts and humanities, sciences and business.<br />

True<br />

False<br />

11. Compared <strong>to</strong> the past, computer technologies have speeded our change <strong>to</strong>ward a visually<br />

oriented society.<br />

True<br />

False<br />

12. Because electronics are expensive and difficult <strong>to</strong> use, image-making is becoming more and<br />

more restricted <strong>to</strong> professional designers and pho<strong>to</strong>graphers.<br />

True<br />

False<br />

13. <strong>DVL</strong> includes the ability <strong>to</strong> make informed decisions using digital visual representations of<br />

data and ideas.<br />

True<br />

False<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

23


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Appendix<br />

Copyright Information<br />

1. Fair Use of images:<br />

Quotation of excerpts in a review or criticism for purposes of illustration or comment<br />

Reproduction by a teacher or student of a small part of a work <strong>to</strong> illustrate a lesson<br />

2. Fair Use of product pho<strong>to</strong>s: companies distribute product pho<strong>to</strong>s (including book covers) with<br />

press releases and <strong>to</strong> online retailers selling their product. I think their objective is wide<br />

publication. In the very unlikely event that we are ever contacted by companies not wanting<br />

us <strong>to</strong> show their products, we can remove the images later.<br />

3. Fair Use of screen shots: Microsoft allows use of screen shots, including in text books and<br />

websites. Other software companies likely <strong>to</strong> follow suit.<br />

Slide Status Item Details<br />

1 PD New <strong>DVL</strong> Logo All images are PD<br />

2, 9, 15<br />

Fair Use of<br />

Product<br />

Pho<strong>to</strong><br />

3 Used by<br />

Permission<br />

4 PD<br />

4 PD<br />

4 PD<br />

Product image (Ceiva digital pho<strong>to</strong> frame)<br />

http://www.ceiva.com/cs<strong>to</strong>re/ct/cs<strong>to</strong>re_catalog.jsp<br />

Used by permission<br />

Anne Spalter pho<strong>to</strong>, Geneva, stained glass in Chancel<br />

of Cathedral St. Pierre<br />

Used by Permission<br />

http://teachpol.tcnj.edu/amer_pol_hist/thumbnail427.ht<br />

ml<br />

Credit: National Archives and Records Administration.<br />

Dr. William J. Ball Department of Political Science<br />

The College of New Jersey (ball@tcnj.edu)<br />

Government image, PD<br />

Pho<strong>to</strong> taken by Kathleen Gaisford, PD<br />

http://www.aviationsystemsdivision.arc.nasa.gov/multi<br />

media/simac/index.html<br />

Government image, PD<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

24


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide Status Item Details<br />

4 PD<br />

4 PD<br />

4 PD<br />

4 PD<br />

5 GNU<br />

license<br />

5 and 13 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

6 PD<br />

http://www.nasa.gov/centers/goddard/images/content/<br />

95457main_before_after.jpg<br />

Government image, PD<br />

http://www.lanl.gov/news/albums/science/headandnec<br />

kimage.jpg<br />

Government image, PD<br />

http://www.nasa.gov/centers/ames/multimedia/images<br />

/2006/earbot_prt.htm<br />

Government image, PD<br />

http://ct.gsfc.nasa.gov/news.sc95_slides.html.<br />

Simple cell-like structures called vesicles may have<br />

been the first self-replicating systems in the worldmarking<br />

the beginnings of life. Government image, PD<br />

19th century studio camera, with bellows for focusing.<br />

http://en.wikipedia.org/wiki/Image:Studijskifo<strong>to</strong>aparat.J<br />

PG<br />

Permission is granted <strong>to</strong> copy, distribute and/or modify<br />

this document under the terms of the GNU Free<br />

Documentation license<br />

Image found in many locations on the internet<br />

Pho<strong>to</strong>s taken and edited by Kay Gaisford, PD<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

25


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide Status Item Details<br />

6 PD<br />

7 Fair Use<br />

7 Fair Use<br />

7 Fair Use<br />

8 PD<br />

Governme<br />

nt image<br />

8 Used by<br />

permission<br />

Pictures taken by U.S. military personnel on duty are<br />

ineligible for copyright<br />

http://en.wikipedia.org/wiki/Image:Abu_Ghraib_53.jpg<br />

http://littlegreenfootballs.com/weblog/?entry=21956_R<br />

euters_Doc<strong>to</strong>ring_Pho<strong>to</strong>s_from_Beirut&only<br />

Fair use, in a review or criticism for purposes of<br />

illustration or comment<br />

Fair use, in a review or criticism for purposes of<br />

illustration or comment<br />

Fair use, in a review or criticism for purposes of<br />

illustration or comment<br />

http://www.museumofhoaxes.com/pho<strong>to</strong>s/oprah.html<br />

Weather system:<br />

http://lwf.ncdc.noaa.gov/oa/climate/research/2005/katr<br />

ina.html<br />

2D slice of MRI<br />

data. http://vis.cs.brown.edu/results/images/Laidlaw-<br />

1995-GME.253.html<br />

David H. Laidlaw. Geometric Model Extraction from<br />

Magnetic Resonance Volume Data. PhD thesis,<br />

California Institute of Technology, 1995<br />

Used by permission of David H. Laidlaw<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

26


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide Status Item Details<br />

8 Used by<br />

permission<br />

10 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

10 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

10 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

10 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

10 Product<br />

Pho<strong>to</strong> (Fair<br />

Use)<br />

http://vis.cs.brown.edu/results/images/Acevedo-2004-<br />

CRP.035.html<br />

Daniel Acevedo, Song Zhang, David H. Laidlaw, and<br />

Chris Bull. Color Rapid Pro<strong>to</strong>typing for Diffusion<br />

Tensor MRI <strong>Visual</strong>ization. In Proceedings of MICCAI<br />

2004 Short Papers, September 2004<br />

MRI <strong>Visual</strong>ization.jpg<br />

Used by permission of David H. Laidlaw<br />

<strong>Visual</strong> Thinking Rudolf Arnheim, University of<br />

California Press, 2004<br />

Arnheim asserts that all thinking (not just thinking<br />

related <strong>to</strong> art) is basically perceptual in nature, and<br />

that the ancient dicho<strong>to</strong>my between seeing and<br />

thinking, between perceiving and reasoning, is false<br />

and misleading.<br />

http://astro.temple.edu/~iversteg/Arnheim.html<br />

<strong>Visual</strong> Language: Global Communication for the<br />

21st Century Robert E. Horn, MacroVU Press, 1999<br />

Horn argues that there is a new "language" in play<br />

which consists of images and words fully integrated<br />

and working <strong>to</strong>gether. Worth reading even though he<br />

suffers from a delusion that one can illustrate a visual<br />

thinking book effectively with clip art.<br />

http://www.stanford.edu/~rhorn/<br />

<strong>Visual</strong> <strong>Literacy</strong>: Learn <strong>to</strong> See, See <strong>to</strong> Learn Lynell<br />

Burmark, Association for Supervision & Curriculum<br />

Development, 2002<br />

A clearly written, practical, effective book on using<br />

visuals in education. Great resource for teachers,<br />

especially the section on PowerPoint.<br />

Information <strong>Visual</strong>ization: Perception for Design,<br />

Colin Ware, Morgan Kaufmann, 2004<br />

A great book applying perceptual research <strong>to</strong><br />

visualization design. Readable by non-technical<br />

people, but aimed chiefly at CS folk doing scientific<br />

visualization. Interesting first chapter on semiotics and<br />

viz design.<br />

http://www.ccom.unh.edu/vislab/CWBio.html<br />

Being Fluent with Information Technology” (1999),<br />

Computer Science and Telecommunications Board<br />

(CSTB)<br />

[http://darwin.nap.edu/openbook.php?record_id=6482<br />

&page=1]<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

27


<strong>Introduction</strong> <strong>to</strong> <strong>DVL</strong> Instruc<strong>to</strong>r Guide<br />

Slide Status Item Details<br />

12 Used by<br />

permission<br />

13 and<br />

17<br />

PD<br />

14 Used by<br />

permission<br />

Not All Aspects of <strong>DVL</strong> are<br />

Part of IT <strong>Literacy</strong><br />

<strong>DVL</strong> relevant <strong>to</strong> IT<br />

literacy is:<br />

1. Using visual<br />

aspects of <strong>to</strong>day‘s<br />

computer<br />

applications<br />

2. Mastering relevant<br />

foundational <strong>DVL</strong><br />

concepts<br />

3. Applying digital<br />

visual IT in real-life<br />

situations<br />

<strong>Digital</strong><br />

<strong>Visual</strong><br />

<strong>Literacy</strong><br />

Points adapted from Being Fluent with Information Technology, Computer Science and Telecommunications Board, 1999<br />

IT <strong>Literacy</strong><br />

(e.g., CIS105)<br />

07/26/06 slide 12<br />

Anne Spalter gives permission<br />

USA Today, fair use (for purposes of illustration,<br />

comment, criticism.)<br />

Anne Spalter gives permission<br />

This material is based upon work supported by the National Science Foundation under Grant Number 0501965<br />

Last updated July 2008<br />

28

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