representing uncertainty

competing aspects of time//the risks of hyperreality
showing alternatives in reconstruction (archeology)
what is the “truth” of a site/piece of art/etc
what are the ethics of uncertainty? injecting uncertainty into the classroom without confusing students.
allowing students to explore the uncertainty and annotate and visualize uncertainties themselves
varied audiences//disclosure of uncertainty for different groups//responsibilities. layers of absolute evidence – helps for “consumers”
interdisciplinary approach to research and presentation. especially helpful for non-visual research, such as sounds and smells.
“always dealing with a part for the whole” and the need for “truthiness.” even with graphics programs, it’s always a simulation, no matter how accurate you can be.
finding strategies to tell students to pick something apart.
what is the role of the model if you are just going to change it when it’s built?
restoring for functionality vs restoring for other reasons
art history’s embrace of the unitary object; need to embrace a diachronic nature of objects. cultural biography.
hard to talk about uncertainty in a visual way because of our insistence on visual objects being “true.”
wobbly/fuzzy maps: leaving off info is just as bad as “fudging” the data. what kind of data can you make fuzzy, then? (for example, if you don’t know a location, where do you put it when it’s required? possible example: create a “range” on your visualization, create a homespun effect)
instead of throwing a million examples at undergrads, lets slow down and give less information and talk about them in a broader context
multiple reconstructions of monuments to present to a class/representing process (allows for representing uncertainty)
even simple things like physically erasing what we’re uncertain of can allow students to visualize.
audiences: community engagement//what/why are we trying to recreate, and for whom? experiential spaces/physical spaces (creating a story)
phenomenology (smell and sound scapes as well as visual narratives)
mashups and influences; representing stylistic and perceptive shifts
tools//examples: // GIS // // sketchup // ben franklin home wireframe // OWL //