Eye to I: Visual Literacy meets Information Literacy
Program + Poster Session
Program Introduction (PowerPoint Slideshow)
ACRL Arts Section / Instruction Section, 2007 Conference Program, ALA, Washington, D.C.
The poster sessions will be available on the site through December, 2007.
Philip Yenawine defines visual literacy as the ability to communicate as well as recognize and understand ideas conveyed through imagery. This program will explore connections between visual literacy and information literacy. Three experts will examine legal issues, access issues, and teaching strategies in light of the standards developed for both literacies.
Attendees will have the opportunity to develop learning outcomes, rubrics, and pedagogical methods for teaching in an environment where words and images communicate meaning. An introductory slideshow will feature the history and accomplishments of the Arts and Instruction Sections as well as introduce the program topic and the presenters.
[Note: I’m afraid my notes weren’t good enough to cover the entire session, but here is an overview for two speakers]
Presenters:
Danuta Nitecki. Associate University Librarian, Yale University Library
Cindy Cunningham, Director of Media Metadata and Cataloging, Corbis Corporation
Loanne Snavely, Head of Instructional Programs, Penn State University Libraries
Danuta Nitecki
Nitecki cited European & Australian adoption of Visual Literacy into regular educational curriculum. She further cited John Debes, 1968, on Visual Literacy as an important bibliographical reference.
A quotation from Debes’s work
Other important concepts she touched on, and which have become key features of visual literacy studies, include the primacy of visual communication in today’s visual world, the study of empathic communication through images, and the importance of understanding pattern recognition.
Cindy Cunningham
of Corbis noted that her company serves 23 countries in 11 languages, which presents some pretty daunting cataloguing challenges. At a time when stock image vendors are getting increased competition from microstock sites, Corbis is facing a real challenge [note: microstock sites accept amateur and professional pictures and charge low prices on a per image basis]. Rich cataloguing can make a substantive difference for image seekers. Corbis can devote an average of six minutes of cataloguing time per image, but keywords must cover both literal and conceptual subjects. Corbis is now turning to tagging/folksonomies for “crowd sourcing” of cataloguing.
Cunningham cited several interesting examples of alternate cataloguing processes that might work for answering demand for richer and richer cataloguing.
See for instance:
Blaise Aguera y Arcas of Microsoft Live Labs & his software, Photosynth (“a monumental piece of software capable of assembling static photos into a synergy of zoomable, navigatable spaces”]. Watch a “TED talks” video of Blaise giving a demo of Photosynth. The amazing Photosynth technology (based on Seadragon) expands screen real estate exponentially, allowing seamless browsing and discovery of many, many images (pictorial and text images). The Notre Dame (de Paris, Cathedral of) experiment scraped pictures from FlickR tagged with “Notre Dame” and merged them into a seamless, easily browsable 3D environment. I gather this “social harvesting” aspect of the project owes much to Noah Snavely’s project for the University of Washington, Photo Tourism, also funded by Microsoft.
See also: Stephen Lawler’s Virtual Earth project. TED Video
Luis Von Ahn of Carnegie Mellon invented a collaborative, competitive, image labeling game, which he describes in a video. Apparently, the game will eventually be available online: http://www.gwap.com/
The game was previously called the ESP Game : http://www.espgame.org/
Note: Google has built on Von Ahn’s game and developed a game called Image Labeler. The connection between Von Ahn’s research and Google’s game is covered in an article by Danny Sullivan.
Von Ahn is interested in comparing human and computer image recognition, and advocates “channeling human brainpower using computer games.”



