A smooth intro that swiftly builds into the song proper. Upbeat, stressed drums push the piece forward, supplementing the flurry of guitar fuzz. The vocals carry an ethereal whispering quality, quiet yet still audible in the mix. Taken as a whole, "Good Morning" by Coaltar of the Deepers is a catchy song filled with warm atmosphere, and a lot of guitar.
Acoustic guitar and tropical-sounding drums initiate the track. Electric guitar tuned like a sitar chimes in, acting as the unofficial lead instrument, though no one instrument truly dominates. The piece evokes lushness, as setup by the introduction. Through repetition a serenity is achieved. "The Grasslands of Time" from the game Chrono Cross melds tropical sounds with Western sounds, creating a pleasant piece.
Sunday, August 31, 2014
Thursday, August 28, 2014
Disability and Art: The Nature of Disability
In
works of art there is often a lack of characters with disabilities. When
present, such characters tend to be marginalized and portrayed as helpless. In
society – especially Western societies – having a disability of any kind is met
with stigmatizing attitudes. Many examples in societal institutions prevail.
For example, the practice of secluding or restraining misbehaving children in
public schools disproportionately impacts students with disabilities. In
particular, students with autism or are labeled emotionally disturbed are
secluded when they became upset.[1] I ride an electric scooter and – similar to
the experiences of most people who make use of such mobility devices – face
many forced detours due to inaccessible stairs and other structures. Another example is the portrayal of people
with schizophrenia as violent and needing isolation. These messages about
disability are internalized, resulting in self-stigma. Art reflects society,
resulting in stigmatizing messages that sustain an oppressive society.
Understanding disability as portrayed in art
can be paralleled with actual portrayals of disability in society. What is
disability, though? Many definitions and models of disability exist in a myriad
of variations. Disability is understood as a major impediment – a condition or
change of some kind that impacts major life activities. To this end disability
is a form of oppression. The bird cage model, put forth by feminist writer
Marilyn Frye, is simple enough to thoroughly explain oppression. When viewed microscopically, one notes that
any individual bar in a cage can be bypassed, either above or below. Viewing
the cage as a whole, one clearly sees that each bar is systematically placed as
to restrict or block movement.[2]
That’s the point of a cage. Frye writes,
“It is perfectly obvious that the bird is surrounded by a network of
systematically related barriers, no one of which would be the least hindrance
to its flight, but which, by their relations to each other, are as confining as
the solid walls of a dungeon.“ Individual barriers do not oppress an
individual; these barriers, however, interact with each other, ensnaring the
person.
Now
that oppression can be more easily understood, disability can be more precisely
defined. The United Nations defines disability as “[having] long-term physical,
mental, intellectual or sensory impairments which in interaction with various
barriers may hinder their full and effective participation in society on an
equal basis with others.”[3]
This definition emphasizes the social exclusion that accompanies disability.
The coalescing of barriers, which leads to oppression, is thus a key element of
disability, not just the medical condition itself. A similar definition of disability comes from
the World Health Organization: “ Disabilities is an umbrella term, covering
impairments, activity limitations, and participation restrictions. An
impairment is a problem in body function or structure; an activity limitation
is a difficulty encountered by an individual in executing a task or action;
while a participation restriction is a problem experienced by an individual in
involvement in life situations.”[4]
This definition again emphasizes that though a disability can be viewed
medically, it truly becomes a “disability” due to exclusion from societal
institutions.
While both definitions mentioned
above are adequate, I believe that terminal illness should be included with disability
because it also results in entrapment. The mother of one of my close friends
passed away this spring, after having been bedridden due to illness for the
past few years. Though she was not “disabled” in the traditional sense, she
clearly was limited in a manner that impacted her life. One
possible definition of disability is a debilitating long-term condition that
significantly changes one's life. This definition can be deconstructed further:
"a debilitating condition" can be defined as a condition that through
its negative effects worsens your quality of life and "significantly
changes one's life" can be defined as requiring changes relative to a
normal life in response to the condition and cannot be easily fixed, resulting
in increased difficulty in managing one's health. A disability can be
congenital or occur later in life. It is permanent or otherwise long-term. A
disability is also an important part of one's identity, though it itself does
not define a person.
Disability
can be physical, mental, intellectual or sensory. My experiences mainly deal
with physical and mental disabilities, though concepts of stigma and
discrimination are still pertinent to all persons with disabilities.
In
a social psychology study, experimenters discovered that physical disabilities
were “perceived as onset-uncontrollable, and elicited pity, no anger, and
judgments to help” while mental disabilities were considered
“onset-controllable, and elicited little pity, much anger, and judgments to
neglect.”[5] Though
both groups are stigmatized, mental disabilities are often viewed as
controllable, thus allegedly reflecting the person’s irresponsibility. One
prime example is people with depression often being told to simply get over it.
Another study discussed the impact of stigma on people with mental disabilities.
Stigmatizing attitudes are believed about mental disability and then
perpetuated in the media. Three highly prevalent ones include: 1. Persons with
severe mental illnesses[6]
should be feared and kept out of most communities. 2. Persons with severe mental
illnesses are irresponsible, so their life decisions should be made by others.
3. Persons with severe mental illnesses are helpless and need to be cared for.[7] Another attitude that I’ve seen
personally is that people with mental disabilities are responsible for taking
medication to live a normal life. In particular, people who suffer from
depression are expected to seek counseling or take antidepressants. The former
option I did not find particularly helpful. I have never taken antidepressants
because I want to limit the amount of drugs I must rely on - taking a
corticosteroid is enough for me. Furthermore, our understanding of the
neuroscience underlying depression is shaky and at least some part of the
effect of antidepressants could be the placebo effect. Anti-depressants alone
produce a small effect on depression, except in cases of severe depression.[8]
Living in a society that widely endorses stigmatizing ideas leads to their
internalization, resulting in self-stigma. Thus a person with a mental
disability lives with both public stigma and stigma emanating from within,
resulting in devaluation of the person.
Persons with physical disabilities
face a separate set of stigmas from mental disabilities. Having a physical
disability places an individual beyond that which is considered normal,
complicating interactions with able-bodied persons. Growing up I was thought to
have conditions such as ADHD and Asperger’s Syndrome due to my struggles with
interacting with other people. My mom told my doctors that I had difficulty
socially due to my having Beckers Muscular Dystrophy but the doctors decided
that I likely had another condition. I believe that I had trouble interacting
with my peers because of my condition. In my experience growing up with a
disability makes it much harder to interact with able-bodied people. Individuals with physical disabilities
“frequently experience various forms of devaluation and discrimination.” A
disabled body is assumed to lack individual autonomy and be helpless, passive,
and dependent. Furthermore the everyday skills of competencies of persons with
physical disabilities are doubted frequently. Internalization of these
assumptions impairs social interactions, leading to self-doubt and suffering of
self-esteem.[9]
Riding a scooter I feel that I am treated differently, which makes me uneasy.
All of these stigmas come into play but instead of being angry I feel insecure
about my surroundings.
Though mental and physical
disability are medically quite different, both lead to internalization of
bigoted attitudes. The sense of self is maimed. This discussion about systems
and institutions is quite abstract. At the same time, these views are
translated into works of art, resulting in most characters being able-bodied. Stigmatizing
attitudes put into art are then able to influence the consumers of the art,
creating a cycle of institutional cruelty. Ending oppression of the disabled
requires more than simply showing more characters with disabilities. Rather,
characters with disabilities need to be portrayed in a strong, positive light –
which is not simply the opposite of oppression - to break the cycle. Nagisa Furukawa, one of
my all-time favorite characters, is someone who, despite being physically
frail, tenaciously follows her dreams. Similarly, characters with disabilities
should run parallel to persons with disabilities: they can rise above the
systematic barriers restricting them, reflecting human strength of will.
[1] “National Data Confirms Cases of
Restraint and Seclusion In Public Schools.” 19 Jun 2014. Web. 28 Aug 2014 NPR.
[2] . “Oppression” by Marilyn Frye.
1983.
[3] Convention on the Rights of
Persons with Disabilities. United Nations. 2006. Web. 28 Aug 2014.
[4] “Disabilities.” World Health
Organization. 2014. Web. 28 Aug 2014.
[5]
Weiner, B., Perry, R. P., & Magnusson, J. (1988). An attributional analysis
of reactions to stigmas. Journal of Personality and Social Psychology, 55(5),
738-748. doi:10.1037/0022-3514.55.5.738
[6] Though the term mental illness
is used, I prefer the term mental disability because it is less antagonistic.
[7]
Corrigan PW, Watson AC. Understanding
the impact of stigma on people with mental illness. World Psychiatry
2002; 1: 16–20
[8]
Khan A., Faucett J., Lichtenberg P., Kirsch I.,
Brown W. A. (2012). A systematic review of
comparative efficacy of treatments and controls for depression. PLoS ONE 7:e41778 10.1371/journal.pone.0041778
[9] Taub, Diane E., Elaine M.
Blinde, and Kimberly R. Greer. "Stigma Management through Participation in
Sport and Physical Activity: Experiences of Male College Students with Physical
Disabilities." Human Relations 52.11 (1999): 1469-84.
Wednesday, August 27, 2014
Yet Another Update
For my planned post on disability, I hope to apply a disability analysis to characters from various anime shows. (I could in the future use a wider pool of characters, but that's all for now because that's where my experience mainly rests.) I realize that such a post would be quite long, especially if I plan to take my current definition of disability and refining it.
Thus, I am splitting the post into two parts: one part that explores disability in itself and draws from academic sources. The systems analysis of disability posts are pertinent to this first part. In writing this post I hope to impress upon the reader that our societal attitudes are demonstrated in art, a focus on this blog. My Princess Mononoke analysis is relevant to the second part of the post, which focuses on applying a disability analysis to several different shows and characters. I am not quite sure how I will structure that quite yet.
This "second" part will be further subdivided into posts concerning the characters individually. In no particular order: 1. Nagisa from Clannad: After Story, 2. Shun from From the New World, 3. Mai from Kanon, 4. Akihito from Kyoukai no Kanata, 5. Mirai from Kyoukai no Kanata, 6. Numachi from Hanamonogatari, and 7. Michiru from Le Fruit de Grisaia.
I may be able to write other things but for now this is my priority for Nighttrail.
Lastly, I intend to revive the song recommendations at the request of a friend. I will do two songs every week (that's the plan) but these songs will have longer descriptions than what I have previously done.
Thus, I am splitting the post into two parts: one part that explores disability in itself and draws from academic sources. The systems analysis of disability posts are pertinent to this first part. In writing this post I hope to impress upon the reader that our societal attitudes are demonstrated in art, a focus on this blog. My Princess Mononoke analysis is relevant to the second part of the post, which focuses on applying a disability analysis to several different shows and characters. I am not quite sure how I will structure that quite yet.
This "second" part will be further subdivided into posts concerning the characters individually. In no particular order: 1. Nagisa from Clannad: After Story, 2. Shun from From the New World, 3. Mai from Kanon, 4. Akihito from Kyoukai no Kanata, 5. Mirai from Kyoukai no Kanata, 6. Numachi from Hanamonogatari, and 7. Michiru from Le Fruit de Grisaia.
I may be able to write other things but for now this is my priority for Nighttrail.
Lastly, I intend to revive the song recommendations at the request of a friend. I will do two songs every week (that's the plan) but these songs will have longer descriptions than what I have previously done.
Thursday, August 21, 2014
Improving University Level Education
In
classrooms, whether at the university level or elementary school, a strict
format of lecture during class and homework following class is generally
followed. In particular, textbooks alone are used to supplement the lecture
material. Jordan Shapiro, in “Video
Games and the Future of the Textbook[1],”
offers, ”At best, textbooks are innocuous, offering simple summaries of a very
broad subject area. At worst, they oversimplify things, providing less
information than an encyclopedia article without enough nuance or context to
make it meaningful.” Textbooks, as suggested by this author, can be used to
take in general information of a topic. At the same time Gleaning relevant information from a textbook
is difficult because you tend to learn specific details that are irrelevant of
the big picture. Furthermore, textbooks generally “have diagrams and
explanations that don’t explain the context or provide enough definitions,” says
my friend Jana, a fellow engineer at my university, Oregon State University.
The
process of translation, where messenger RNA (genetic code) is translated to
protein (the workforce of the cell), is tedious to read in textbooks and thus
hard to retain. Tracking what the 30S subunit and 50S subunit do for ribosomal[2] translation
through arduous walls of text is difficult. A clearly labeled diagram better elucidates
the process but remains confusing. This traditional format for education works
for some students but fails for many others, especially at the university level.
Alternative methods of teaching will be reviewed so that improvements to
current university education can be suggested.
Animations
do a better job of fitting the pieces together than the typical textbook, supplementing
conventional methods. The translation
example would be clarified by animations because one could see the growth of
the protein through the process, among other reasons. In a TED talk, Janet
Iwasa (“How Animations Can Help Scientists Test A Hypothesis”)[3] discusses
how animations can be vital to the progress of the field of molecular biology.
Molecular biologists currently use static figures to visualize their molecular
hypotheses using simple shapes; such a representation is understandably overly
simplified. The important molecules, however, have known shapes. Thus an
animation of the cellular and molecular processes could be developed to test a
hypothesis. Animations can be in used in this way to convey lots of information
easily and accurately. Though this TED talk focuses on biology, other studies
would greatly benefit from this approach. Modelling programs such as COMSOL[4]
and SolidWorks[5]
are similarly helpful in visualizing hypotheses.
Traditional
education methods can also be buffered through the use of video games. For
example, games by the company Amplify
Education[6]
are designed to improve student learning and understanding of the material
presented. For example, one such game allows students to experience the process
of metabolism from the inside, teaching basic biological literacy. Other
prominent examples include using Skyrim[7] to
reach Norwegian romantic nationalism[8],
Portal 2[9] to
teach physics, and Civilization IV[10]
to teach history and English. Additionally, The Last Of Us[11]
is studied on its own as a high school student would study The Great Gatsby or another highly regarded novel. Through playing
games, students actively seek out knowledge and apply it, rather than relying
on rote memorization. Additionally, as Paul Darvasi, author of “Literature,
Ethics, Physics: It’s All In Video Games At This Norwegian School,”[12]
writes, “[Games] are valid texts that can be studied in and of themselves, but
it is important to see video games as elastic tools whose potential uses exceed
their intended purpose.” Video games can be studied on their own as they do
with The Last Of us or they can be used to teach metabolism using Amplify’s
digital curriculum and Norwegian romanticism using Skyrim. Through the
implementation of video games in curriculums, students are able to take the
information they learn in class and process and apply it. Seemingly random but
still important details can be integrated into the bigger picture through this
approach.
An
important step is to stress what is already available. As an engineer who is
also well-versed in the sciences, my experience is limited. For school and
research I have made use of programs such as SolidWorks – freely available for
engineers at OSU – for modelling and design. While mechanical engineers (along
with the rest of their department) extensively use SolidWorks, COMSOL is hardly
used. Though they are not interactive, the use of videos helps relay
big-picture information. Some of my classes made use of videos but for the most
part they had little presence. Lastly, there is Concept Warehouse[13]
being developed at my university to improve engineering education. Using this
program instructors assign students quantitative or qualitative questions
regarding course topics. Students are then asked to provide an explanation.
This software has been used a few times in some of my classes, though its use
is increasing. Lastly, textbooks, as stated earlier, are rarely adequate for
their purposes.
Now that the current situation is better understood, improvements can be suggested. The suggestions below are listed separately but can be combined.
Now that the current situation is better understood, improvements can be suggested. The suggestions below are listed separately but can be combined.
Videos
should be used to enhance retention of the main concepts. For example, the
process of translation, which is follow when presented in a text format, is best
understood through a video of the main
events. Seeing the molecules in motion makes more sense to most students.
Otherwise only narrowly-important details are enforced. In particular, organic
chemistry in my experience is taught in a manner that encourages memorization
over understanding. While memorization to some degree is required, organic
chemistry professors should show animations of the mechanisms underlying at
least some of the major chemical reactions. This would allow for better
understanding.
One thing lacking in most engineering classes is the development of models, both mathematical and software-based. Beginning classes lack the tools to construct mathematical models. As classes become more complex, more modelling should occur as part of the class structure. In my biomedical engineering principles class we had to model membraneless dialysis. With such an open-ended problem I had to create appropriate and justifiable assumptions to arrive at a sufficient mathematical model. My knowledge of the material grew, for there were myriad possible approaches. More engineering classes should encourage constructing your own models. For practicality’s sake such exercises need not be entirely open-ended. Modelling can also be done in COMSOL or another similar program in lieu of an explicit mathematical model. This approach is especially good for problems that are harder to model mathematically or solve analytically. For example, I am using COMSOL to analyze stresses on surrounding tissue due to the presence of a medical device in vivo[14]. This task would be arduous to mathematically model due to time-dependence of the forces or to measure in vivo. We also had to do modelling with COMSOL in my fluid mechanics class. In this case the problem was simple and easy to solve analytically: laminar flow of water through a pipe. The program outputted a graphical solution that matched the analytical solution, making the math less arcane. The task was thus instructive. The implementation of more open-ended problems is desirable because few substantial real-world problems have a single solution. Failing that, more engineering classes should require the use of software to improve understanding. Furthermore, having to create one’s own model encourages critical thinking, conceptual understanding, and creative problem-solving, all of which are vital to an engineer.
One thing lacking in most engineering classes is the development of models, both mathematical and software-based. Beginning classes lack the tools to construct mathematical models. As classes become more complex, more modelling should occur as part of the class structure. In my biomedical engineering principles class we had to model membraneless dialysis. With such an open-ended problem I had to create appropriate and justifiable assumptions to arrive at a sufficient mathematical model. My knowledge of the material grew, for there were myriad possible approaches. More engineering classes should encourage constructing your own models. For practicality’s sake such exercises need not be entirely open-ended. Modelling can also be done in COMSOL or another similar program in lieu of an explicit mathematical model. This approach is especially good for problems that are harder to model mathematically or solve analytically. For example, I am using COMSOL to analyze stresses on surrounding tissue due to the presence of a medical device in vivo[14]. This task would be arduous to mathematically model due to time-dependence of the forces or to measure in vivo. We also had to do modelling with COMSOL in my fluid mechanics class. In this case the problem was simple and easy to solve analytically: laminar flow of water through a pipe. The program outputted a graphical solution that matched the analytical solution, making the math less arcane. The task was thus instructive. The implementation of more open-ended problems is desirable because few substantial real-world problems have a single solution. Failing that, more engineering classes should require the use of software to improve understanding. Furthermore, having to create one’s own model encourages critical thinking, conceptual understanding, and creative problem-solving, all of which are vital to an engineer.
In
today’s digital age textbooks should take a more compact form, trimmed of
unnecessary detail. A set standard for all textbooks cannot be determined
because each field is different. Instead, textbooks need to organize
explanations around the big picture, with important details providing support.
Currently the main concepts are interspersed among and drowned out by minor
pieces of information. Figures should emphasize the big picture and work with
the text, not simply repeat the text. At the same time, the text should explain
the figure in detail. Examples, which tend to be the most critical textbook element
especially for quantitative elements, tend to be poorly explained and feature
large logical jumps. Each major step should be laid out clearly, from problem
statement to solution. In particular, rearrangement of equations, simplifying
assumptions, and math tricks should be clearly shown.
Though
my suggestions are quite broad, I feel that changing university education in
this way would make it more pertinent and more accessible. There are
alternatives beyond what I suggested that would help university education but I
wrote this piece to participate in discussion rather than come up with a final
solution. Most universities cannot implement video games, so possible changes
to K-12 education do not directly translate. Computer programs and videos,
however, can be used to buffer the traditional approach to education by more
strongly involving students. As a result, the atypical but no less creative and
talented scientists and engineers will also be able to apply their education in
their careers and help the world.
[1] “Video
Games and the Future of the Textbook” by Shapiro, Jordan. Mind Shift. KQED Inc.
15 Aug 2014. 18 Aug 2014.
[2] Ribosomes are an important
molecular player in the process of translation.
[3]
“How Animations Can Help Scientists Test A Hypothesis” by Iwasa, Janet. Mar
2014. TED. 18 Aug 2014.
[4] Engineering software used to
model a variety of phenomena, including heat transfer, structural mechanics,
and more.
[5] A modeling software used to
design mechanical parts and assemblies.
[6] Amplify Learning, a branch of
Amplify Education, is responsible for the corresponding digital curriculum for
K-12 students.
[7] The Elder Scrolls V: Skyrim, a
free-roaming RPG game.
[8] A 19th century
independence movement that set out to document uniquely Norwegian cultural
elements and natural settings to affirm their national identity.
[9] A sci-fi game that requires the
player to complete puzzles using lasers, optics, and other means to progress.
[10] A historical simulation game
[11] A post-apocalyptic survival game
[12] “Literature,
Ethics, Physics: It’s All In Video Games At This Norwegian School” by
Darvasi, Paul. Mind Shift. KQED Inc. 21 July 2014. 18 Aug 2014.
[13]
Educational software.
[14]
Inside the body
Monday, August 18, 2014
Some new ideas for the blog
I wrote an analysis of Princess Mononoke with respect to disability and I intend to extend that analysis to other shows. This analysis will take a while because I hope to look at various shows, including the ef series, Kanon, Clannad/After Story, Kyoukai no Kanata, Buddy Complex, and others.
I also hope to write a post regarding ways to supplement traditional university learning with alternative methods. This article about implementing video games in a Norwegian high school
and this other article involving supplementing the textbook in elementary, middle, and high school both are starting points. Another TED talk about gaming for understanding is also pertinent. Lastly, this TED talk on using animation to test hypotheses seems pertinent to considering improving science education.
This third idea for a blog post is the most iffy and will require a lot of extra work but I was also thinking about writing about the benefits of playing video games. TED talks about the brain on video games and gaming can make a better work will also be instructive for me as I consider this topic.A video on the social implications of merging neuroscience and video game development is also potentially relevant.
If you wanted to see my original idea for tackling this subject (though it is more of a refutation of video games inherently causing violence) go here.
Another related post I made about video games regarding the article/TED talk "Demise of Guys" by Dr. Zimbardo.
I also hope to write a post regarding ways to supplement traditional university learning with alternative methods. This article about implementing video games in a Norwegian high school
and this other article involving supplementing the textbook in elementary, middle, and high school both are starting points. Another TED talk about gaming for understanding is also pertinent. Lastly, this TED talk on using animation to test hypotheses seems pertinent to considering improving science education.
This third idea for a blog post is the most iffy and will require a lot of extra work but I was also thinking about writing about the benefits of playing video games. TED talks about the brain on video games and gaming can make a better work will also be instructive for me as I consider this topic.A video on the social implications of merging neuroscience and video game development is also potentially relevant.
If you wanted to see my original idea for tackling this subject (though it is more of a refutation of video games inherently causing violence) go here.
Another related post I made about video games regarding the article/TED talk "Demise of Guys" by Dr. Zimbardo.
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