Online Immersion Project
Goals and Project Context
There are two main goals to this project, one of which can be
seen as a practical goal while the other is more idealistic and
theoretical.
The practical goal is the easier one to meet, as it is simply to
create a hub through which I can share Mandarin Chinese media. The
idea behind this is to demonstrate the potential of the internet to
aid the field of language education by giving students the
opportunity to voluntarily immerse themselves in the language they
are learning. This hub, which will likely manifest as a website, will
offer direct links to sources of Chinese media and online resources
to study grammar and vocabulary while attempting to educate the user
in techniques to find new resources on their own.
The second goal is to encourage people who may not be actively
learning another language to consider the vast sections of the
digital world which aren't built for an English-speaking audience.
Mandarin is perhaps one of the most useful languages to illustrate
this, given the developmental history of the Chinese internet.
Without getting too much into the history behind it, many of the
giants of the Western digital world (e.g. Google, Facebook, Amazon)
are either banned in China, or failed to penetrate Chinese markets.
Chinese alternatives to these exist, some of which have become
phenomenally successful (e.g. Baidu, Taobao).
This project borrows from the discipline of Language Education,
though does so on a relatively shallow level. The value of language
immersion in traditional language education has been studied
extensively, but these studies have so far looked at formal immersion
programs, such as immersion schools. The internet offers a very
different sort of immersion, and it is questionable how much existing
research applies to the immersion opportunities highlighted by this
project. Unlike traditional structured immersion, the internet allows
students to seek out material that interests them. There is certainly
no guarantee that this will significantly aid a student attempting to
learn a new language, but it is worthwhile to explore the digital
world as a means to develop language education.
Similar projects do exist, that much is obvious enough. There are
many examples of websites that offer content from other cultures.
Netflix is a particularly large example, even though this is not the
main focus of their website. Other websites, such as live-radio.net
or tunein.com let the user browse radio stations from all over the
the globe. I am not aware of any resources that deviate from this
internationalist approach and focus on presenting a variety of
content from one particular language, but it is more than likely that
they exist. Duolingo is an excellent example of bringing digital
concepts such as crowdsourcing to language education, but does not
currently offer training in either Mandarin or Cantonese. Rosetta
Stone is another popular example of language education entering the
digital world. It builds itself on the idea of immersive language
learning, but does little to encourage its users to find content
outside of its software.
Data Acquisition
The focus of this project is primarily to re-arrange existing
data (content is perhaps a better word in this context) rather than
to create new data. The part of this project aimed at teaching users
how to explore the internet from another language is somewhat of an
attempt to create new content, but the main focus is to demonstrate
that there is already a wealth of data available if one can learn to
approach it in different ways.
Most of the resources that this project will introduce have been
obtained through search engines, while some are simply resources I
have been exposed in the course of my own language training. All
featured content will be filtered to make sure it has no obvious
malware and lives up to some standard of quality. Learning how to use
search engines to find the best quality resources will be a large
part of the educational aspect of this project.
Content will be sorted into rough estimates of difficulty
(beginner, intermediate, advanced), and divided up into loose types
of content such as Audio, Video, and Reading Materials. These are
broken down further into smaller categories (such as podcasts, radio
stations, and music channels under Audio). The idea is to create a
compartmentalized set of resources that the user accesses by starting
with a general idea of the content they want to experience, and
following a short path that also exposes them to similar options
should they want to try something else in the future.
One major challenge with this project is inherent in its reliance
on digital sources, given their relative unreliability. Many websites
appear to offer content, but are riddled with dead links. This is
issue seems especially pronounced when seeking out relatively obscure
content. As part of the filtering mentioned above, I have had to
either dismiss websites entirely due to broken content, or make
special note of what works and what does not work.
Copyright issues are a much smaller issue, but still present. One
potentially excellent video resource, kankan.com, is almost entirely
non-functional outside of Mainland China. It is certainly possible
that one could use a VPN to watch kankan from anywhere in the world,
but this is an unreasonable step to ask users to take, and
alternatives must be sought, such as 56.com.
Tool Application and Skill Development
From here, this proposal will entertain two ideas, and hopes for
feedback on which of these sounds like a more worthwhile endeavour.
The first is to use website building software to create this project,
the second is to build the website from the ground up. Despite my
hesitance regarding the second option in my presentation, I've found
some resources in the past couple days that make me confident that I
can learn to create a website using HTML5 and CSS quickly enough to
make this feasible.
If I were to use website building software, I would look
primarily at websites such as wix, webs, or weebly. Some other
students used these for their own projects, and came up with some
solid demonstrations. Those tools in particular show promise firstly
because they are free, but also because they are relatively easy to
use. You begin with a fairly solid template, and learn to tailor that
template to suit the needs of your website. Photoshop (GIMP,
actually...) would be an important tool for creating a unique,
cohesive aesthetic. Following this path, tools would be mobilized
towards polishing and presenting the content, as the actual mechanics
of the website would not take long to lay out.
Building the website from the ground up is a far more ambitious
task. From my limited experience building simple websites back when
Geocities was cool, constructing a website with basically a bunch of
links is not terribly difficult. The challenge here is to come up
with a sufficiently ambitious site design, and attempt to learn
enough HTML5 and CSS to make that design a reality. It is likely, in
this case, that the project will be far less polished than were I to
start with a website builder. It will be a continuous effort to try
to improve my skill with the languages, and occasionally revisit my
initial design as I learn new skills, and come to realize that
certain functions are too advanced and I must either rethink them, or
scrap them entirely. Codeacademy, and lynda.com would be crucial
educational tools for this path, while codepen.io would expose me to
creative ways other people are using CSS.
Though it is likely that the first path is far less of a time
investment, it is important to note that it is likely the one which
will better incorporate my skills as a humanities student. The less
time I need to spend making the website work, the more effort I can
put into focusing on the educational aspects, and the breadth of
content.
Of course, there is an amusing parallel that can be drawn with
the second path. Given that, at the time of me writing this I
couldn't get much further than header and body tags, I would
essentially be building a project about immersing oneself in a
foreign language while relying on online resources to relearn web
design languages.
My concept for the website I would try to build is attached
below. You'll have to forgive the crudeness of it. Essentially, the
idea is that the website will exist entirely on one 'plane', and the
user navigates by clicking on circles to re-center their perspective.
The path back will always be visible. The bar on the right side of
the perspective is the difficulty slider, which would change the
colour of the foreground from green, to blue, to red. I would like to
have the education aspect as a button that appears on the currently
centered circle, and pressing that button opens up a hovering
dialogue box that gives more information on how to find this kind of
content.
I'm totally eager to move ahead with either one of these ideas. I
would prefer to see how far I can get with the second idea, but I
would like to make sure that it is permissible for me to focus on a
project that mostly involves improving web development skills.
Also, here's that short film I was talking about. It's fifteen minutes long.
http://www.56.com/u90/v_ODE0NjAwMDc.html
This blog discusses the overall subject of digital humanities. As part of this, it looks at the resources available online to learn a new language - in this case, Mandarin Chinese. If you've any interest in learning Chinese, feel free to follow along and you may find useful resources.
Tuesday, 24 February 2015
Tuesday, 10 February 2015
Mostly just dumping a couple more links today. Still not entirely sure how I want the final project to manifest, it seems like building a website would probably be the best idea. I had a thought that it could be interesting to explore how a form of digital media we haven't yet explored (video games) incorporate historical research into simulations, but I think it is a bit ambitious to so drastically change my focus this late in the game.
This one has links to a few Chinese language teaching podcasts. Still looking for Chinese podcasts about various topics instead of ones designed to teach Chinese, but that shouldn't be too hard to find with a more concerted effort.
http://www.fluentu.com/chinese/blog/2014/01/18/chinese-podcasts/
This website has a few short stories to read once people have enough grammar and vocabulary training to start tackling them.
http://justlearnchinese.com/mini-novels/
Sunday, 1 February 2015
Body Breakdown
For our assignment this week, we were asked to play around with a few tools which can help quantify the written word. I chose to work with the Text-Token Ratio analysis tools, and employed them on a small comparison of some more famous novels between two genres - Fantasy, and Science Fiction. Essentially, this means I am looking at how often the author repeats words. A set of characters between spaces (usually, a word) is recognized as a token, and every time a unique token is recognized, it is recorded as a type. Repeated words count as tokens, but do not create new types, so the ratio of types to tokens gives you some idea of how often words are repeated.
I did not deliberately select these novels to try to make any particular point, they were essentially the first novels that came to mind and were easily obtainable... otherwise, Dune would have made the Sci-Fi list, and I would have worked with A Game of Thrones instead of A Dance with Dragons. Though I can't imagine there being any legal issues to this analysis, it's worth noting that I actually own physical copies of all these books.
After selecting these six, I had predicted that Tolkien and Martin would have the highest TTR, especially working with a limited set of tokens so the length of their books do not work against them. It seems that I could hardly have been more wrong! The two of them are both closer to Card's relatively easy Ender's Game than they are to Snow Crash or Neuromancer. It is difficult to fathom why this might be the case. After all, both genres are more than happy to indulge in making up new words. Perhaps the length of a book affects more than just the TTR consideration for the whole piece - a longer book is often paced quite differently. The author may spend more time detailing any given location when there are 800 pages to go, while an author trying to fit their whole story in under 300 won't spend precious time informing the reader about dust motes floating in a sunbeam.
It is, of course, worth repeating that TTR is in no way an indication of the quality of a book. It can give some idea regarding the reading level of a particular book, but I would certainly not say that Neuromancer is the most difficult book in this list. Really, they're all fantastic and you should read them all.
I did not deliberately select these novels to try to make any particular point, they were essentially the first novels that came to mind and were easily obtainable... otherwise, Dune would have made the Sci-Fi list, and I would have worked with A Game of Thrones instead of A Dance with Dragons. Though I can't imagine there being any legal issues to this analysis, it's worth noting that I actually own physical copies of all these books.
After selecting these six, I had predicted that Tolkien and Martin would have the highest TTR, especially working with a limited set of tokens so the length of their books do not work against them. It seems that I could hardly have been more wrong! The two of them are both closer to Card's relatively easy Ender's Game than they are to Snow Crash or Neuromancer. It is difficult to fathom why this might be the case. After all, both genres are more than happy to indulge in making up new words. Perhaps the length of a book affects more than just the TTR consideration for the whole piece - a longer book is often paced quite differently. The author may spend more time detailing any given location when there are 800 pages to go, while an author trying to fit their whole story in under 300 won't spend precious time informing the reader about dust motes floating in a sunbeam.
It is, of course, worth repeating that TTR is in no way an indication of the quality of a book. It can give some idea regarding the reading level of a particular book, but I would certainly not say that Neuromancer is the most difficult book in this list. Really, they're all fantastic and you should read them all.
Novel and Author | Types | Tokens | TTR |
---|---|---|---|
Fantasy | |||
C.S. Lewis' The Lion, The Witch, and the Wardrobe | 2,129 | 20,000 | 10.6% |
J.R.R. Tolkien's The Fellowship of the Ring | 3040 | 20,000 | 15.2% |
George R.R. Martin's A Dance with Dragons | 3430 | 20,000 | 17.2% |
Science Fiction | |||
Orson Scott Card's Ender's Game | 2647 | 20,000 | 13.2% |
Neal Stephenson's Snow Crash | 4313 | 20,000 | 21.6% |
William Gibson's Neuromancer | 4401 | 20,000 | 22.0% |
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