Augmented Reality: What’s Coming and How Does it Affect My Library?

Next month, along with members of our Emerging Technologies Committee, I will be giving a talk on augmented reality for staff members in my library system. This is a big thrill for me, as I have spent the last ten years excitedly watching and anticipating AR’s development. It has now burst through its embryonic sac and is quickly becoming a part of our daily lives.

The rapid formation of an information layer on top of our reality should cause librarians to sit up and take notice. As information specialists, libraries should be leading, not following, in this opportunity. The tools to create something useful have never been easier.

QR codes are extremely simple to use (Google “QR code generator” for a slew of free options) and can be an early stepping stone for people to begin dabbling in the creation of an information overlay. Why not slap some QR codes onto your DVD collection and link it to a trailer so that people can get a better sense of the content of the DVD than what they’d get from reading the back of the case? Cost: A small square of paper and about 30 seconds of your time. Or how about putting QR codes on book shelves that will guide readers to additional selections? “If Hunger Games is checked out, try something similar from this list.” How about next to the car repair books, a QR code to link patrons to the online Auto Repair database? You’re already paying for the database — encouraging more use gives your library a better return on investment. The uses of these easy-to-make tags are only limited by your imagination.

Moving beyond QR codes, you can build custom apps based on GPS using a free service like Layar. This is a do-it-yourself-able option for creating GPS-based AR apps. The Museum of London’s Street Museum app could be used by any library or museum with an archive of historic photographs. Or use it to locate books on your shelves, or to link those books to alternate resources.

And then there’s Aurasma, an AR building application that uses object recognition to overlay data onto the real world. Whether it’s a photo of your library, your library logo, or any number of objects found in your physical library, you can make them interactive in a way that is both fun and educational. Living books or interactive charts and graphs for data are the low-hanging fruit. Add in some ingenuity and the opportunities are endless.

Augmented Reality is now here and is not going to go away. It will continue to grow and evolve and expand into almost all aspects of our lives. The time to embrace it is now, while libraries can still have the option to play a role in how data is compiled and content is delivered.

 

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Book Review: Digital People: From Bionic Humans to Androids by Sidney Perkowitz

Are you interested cognitive science? Physics? Artificial intelligence? How about biology or the philosophy of being human? Maybe literature or film? If any of these topics interest you, you’ll enjoy Digital People: From Bionic Humans to Androids by Sidney Perkowitz.

This quick (about 200 pages), well written book explores our fascination with immortality through the creation of machine versions of ourselves.

The book starts out with a look at artificial beings in literature and film, beginning with the story of Pygmalion, the sculptor, falling in love with his beautiful ivory statue and Aphrodite bringing it to life for him, and following with numerous examples including Mary Shelley’s Frankenstein and the Asimov robot stories. Perkowitz discusses early films such as Metropolis and R.U.R as well as modern films such as Blade Runner and Robocop. And all the while he is not writing reviews or plot summaries, but instead is exploring the underlying philosophy of man’s desire (or obsession) to create a new humanity.

I was surprised to learn how long scientists and engineers have been working on creating artificial life. Perkowitz describes The Automaton Theater way back in the first century (yes, the FIRST century), as well as the Swiss man-machines of the 1700′s.

The second half of the book reports on the breakthroughs in artificial intelligence and robotics in the late 20th century through today. The research in mechanics, behavioral science, programming and cognition are just part of the picture. The book offers a look at what’s going on at MIT and also the Max Planck Institute for Biochemistry.

What is an adroid? What is a cyborg? How do they differ and in what direction is this all heading? How close are we to actually creating artificial life?

This book is fascinating. It’s thorough without being cumbersome. It’s a great resource for finding titles for further reading and/or viewing. And it stimulates thought on what it means to be human. This is a book I will read more than once.

 

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Library 2020

The New York State Library’s Regional Development Council is currently conducting a survey on the future of libraries. I’ve been blogging, on and off, about the future of libraries here at LibraryTechie for years — my first blog post was August 30, 2006, so I’m coming up on five years here.

I’ve posted my thoughts at Mouth2Ear specifically on the library of 2020 and on the topic of ereaders vs smartphones, and their implications for future library service. I truly believe that libraries will remain relevant. I don’t think we’ll see books completely disappear from the shelves, to be replaced by electronic-only access (at least not by 2020.) Especially not in public libraries where much reading for pleasure occurs.

However, the way we interact with information, as well as reading, is changing. This will affect the services people will expect from their local library. The current public library model is about books and information, first and foremost. The public library of the near future will be less about books, more about information, and also about user generated content, social space, and technology training. Ereaders will come and go, and people will be more likely to use their smartphone as their primary device for content of all kinds. The web as we know it will still exist, but it will be enhanced by an immersive model. Augmented reality will be ubiquitous; virtual reality will be gaining a foothold among mainstream users.

It’s good that the State Library folks are asking questions now. The dismal state of funding, combined with the shift in technology, is causing all libraries to evaluate who they are and who they will be. Libraries are important. Taking a “wait and see” attitude toward change is what will make libraries irrelevant, not ebooks. This is a case where those who are ahead of the curve will ensure their survival.

Please spend a few minutes on this survey while truly thinking about the near future:

 

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Neil Gaiman Supports Libraries

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Easy Publication

Just a quick note about a twitter aggregator I’ve just started using: paper.li

Create your own daily newspaper quickly and easily. It simply aggregates posts from the people you follow on twitter, and yourself, and slaps them together into a nice news format, complete with photos, videos, and tabbed categories. It might be nice to have more control over which feeds it picks up, but for something that requires zero effort, I can’t complain.

Take a look at my Daily Tech News for stories that are current, fresh and geekishly tech-oriented.

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Journal of Virtual Worlds and Education

After close to a year of planning and another year of reviewing, editing, proofreading, and more editing, the Journal of Virtual Worlds and Education is now published! Volume 1, Issue 1 is available as a free download at the JVWE website, or click the image below to download the pdf:

Journal of Virtual Worlds and Education

Journal of Virtual Worlds and Education

This groundbreaking journal is the first to be devoted exclusively to the use of virtual worlds as education platforms, and is rich with research in this emerging field. The inaugural issue contains more than 200 pages of research on the pedagogical uses of virtual realities, featuring works by educators and scholars from around the world.

As we begin work on the second issue, I am excited and intrigued by the growth of virtual worlds and look forward to research into the educational use of Second Life, Open Sim, Blue Mars, Open Wonderland, Cobalt, Active Worlds, and others. Please check the submission guidelines for more information.

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Gaming for Libraries

Libraries and librarians have been talking about “gaming in libraries” for years. Patrons are invited to come play Wii, Playstation, DDR.   That’s not what I’m talking about here.

I’ve been watching AR (Augmented Reality) work its way into the mainstream over the past several years. When I first read about it in a 2002 article in Scientific American, I already knew there were people working in this field, but this article really caught my attention and gave a glimpse into what we might expect to see in the very near future.

Now that AR is creeping into our world,  there are some great things libraries can start doing to engage their communities through technology and games.

By now, most people who follow technology and/or libraries have seen the Museum of London’s You Are Here App.  You load the app onto your iPhone and wander through London, seeing an overlay of historic photos on the real-world buildings and places you are viewing.  This app would be a great way for libraries to share their archived images, working with local municipalities to provide an educational experience as well as a nifty tourism treat.

Here’s another thing for the iPhone that would enhance the profile of libraries:

http://mannahattathegame.com/

It’s a location-based game that maps Manhattan’s “historical ecosystem” to a learning game. Using a GPS-enabled phone and QR codes throughout the city, the player goes off on something akin to a scavenger hunt, finding information and learning along the way. What is unique about your community? It’s architecture? It’s historic characters? It’s inventions? Every community has something to show off. Making it fun will also make it memorable.

The TED talk posted today is about building a game layer on top of our world. Seth Priebatsch points out that we have already built the social framework for interaction over the past decade. The next decade will bring us the gaming framework we need to guide this social construct. One can safely assume that libraries can and should be at the forefront of all of this. The tools above are just a beginning.

I’m interested in hearing about what libraries and museums are doing to harness this new technology and provide information in new and exciting ways. Leave a comment and share what you’ve done or what you’ve found others doing!

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Gaming for Science

Jane McGonigal, creator of the Urgent Evoke game for the World Bank, posted a link on Twitter today to her latest project:

E=H2O

in which scientists will forecast the future of energy and water in a 24 hour experiment.

Part of  The Signtific Lab’s Massively Multiplayer Thought Experiments, the idea is to bring together scientists and thinkers to solve world problems using a serious games model.


							
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What a Difference a Year Makes

Anyone reading this blog has probably wondered where I’ve been. It’s been almost an entire year since I posted. I intend to keep this blog active now that some other projects have developed enough that they are not consuming all of my time. Here’s a recap of what’s been going on since my last post.

I’ve been working quite a bit in the realm of virtual worlds and education. A conversation with others in the field brought up the point that there is a serious dearth of venues for publication of research in this area. A colleague, David Pascal, suggested we create our own peer reviewed journal. The wheels started turning, and I suggested we create an umbrella organization that would allow us to create other journals and publications in the field as they become necessary. A year ago today, the Center for Virtual Worlds Education and Research, Inc.  filed articles of incorporation. We began our effort to pull together experts in the field to start our first journal, The Journal of Virtual Worlds and Education.

I made a trip to Monterey Bay, California to attend the New Media Consortium’s Summer Conference. I learned an enormous amount about the changing face of education — not just in virtual worlds, but in all aspects of new media. Digital storytelling was a big topic at the conference. Virtual worlds and Facebook were topics. Challenge based learning was an eye-opener. I met some wonderful people who are working hard and working creatively to change the way education gets done.

Shortly after returning from this trip, we gathered up our editorial team and put out a call for papers. Our editorial team is currently comprised of faculty members from Rochester Institute of  Technology, University of Rochester, St. John Fisher College, and University of Nevada, Las Vegas. By the time we reached our November deadline, we had several excellent papers in hand. We sent them out for blind review and have just received them back. Now the editorial process begins, and we are planning for a May publication date.

This has taken up the bulk of my time in the past year. I have also been participating in Urgent Evoke. It’s an online social game created by Jane McGonigal for the World Bank to bring people together to solve very big problems.

I continue to work in Second Life, maintaining a small parcel which I have used for both CVWER and for my real life library system, where I held a Big Read discussion of Call of the Wild last month. I continue to be impressed by the librarians working in Second Life who maintain their real life jobs as well as their virtual world reference services and events. Recently, Marilyn Johnson, author of This Book is Overdue: How Librarians and Cybrarians Can Save us All, was in Second Life for a visit with the CVL group. It’s nice when someone outside the group “gets” what is being done by the in-world librarians.

Lastly, I’ve been spending time on Twitter and Facebook more this year than in the past simply because it’s so easy to make a fast post. I’ve been working my day job at the library and still loving it after 15 years. I’ve been learning martial arts and hiking with my dog. All of these things have been taking priority over my blog, but I do hope to get a little blogging done from time to time — so check back every now and then. : )

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Virtual Worlds: Libraries, Education and Museums Conference – April 24-25

The second annual “Virtual Worlds: Libraries, Education, and Museums (VW LEM)” Conference will be held in Second Life on Friday and Saturday, April 24 & 25, 2009. The conference will provide a gathering place for librarians, information professionals, educators, museologists, and others to learn about and discuss the educational, informational, and cultural opportunities of virtual worlds.

More information is available here: http://www.alliancelibraries.info/virtualworlds/index.html

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In-world Wednesdays: Lois Gresh to Speak on March 25

In-world Wednesdays: Monroe County Library System’s Monthly Author Visit in Second Life

March Visiting Author: Lois Gresh (Bobo Fromund in Second Life)

Date: Wednesday, March 25, 2009 at 8 pm Eastern Time (5 pm Pacific Time)

Location: The MCLS Amphitheater in Second Life

http://slurl.com/secondlife/Cybrary%20City%20II/68/100/22

The Creative Process: Writing for Different Audiences

New York Times Best-Selling Author Lois Gresh, author of 19 books and dozens of short stories, will discuss how to write different types of material for a variety of readers. She’ll read excerpts from some of her novels, short stories, speculative science books, and pop culture books.

For each excerpt, she’ll explain the creative process behind the writing. How does writing a novel differ from writing a short story? Is it more difficult to write humorous stories or dark stories? How does writing fiction differ from writing speculative science books, pop culture books, and other forms of non-fiction? Following her talk, Lois will be happy to answer questions about the creative process, as well as questions about agents, contracts, editors, and other matters related to the business of writing.

Bio:

Lois H. Gresh is the New York Times Best-Selling Author of 15 pop science/culture books and 4 science fiction novels from John Wiley & Sons, Random House, and St. Martin’s Press. She’s also the author of dozens of short stories. Her books have been translated into many languages and are in print worldwide: Italy, Japan, Spain, Russia, Germany, Portugal, France, Brazil, Thailand, Korea, China, Estonia, England, Canada/French, Finland, Poland, Czech, etc. In addition, they are often featured in the New York Times Book Review, USA Today, Entertainment Weekly, Science News, National Geographic, Physics Today, New Scientist, and US News and World Report, as well as by National Public Radio, the BBC, Fox national news, the History Channel, and many other television and radio programs. Lois’ teen novels have been endorsed by the American Library Association and the Voice of Youth Advocates. She has been nominated for national fiction awards six times.

What is Second Life?

Second Life is an online immersive environment, or “virtual world”, which allows people to interact in real time with people from all over the world. Libraries have played an important role in this environment since 2006.

New to Second Life? Here’s How to Get Started

Be sure to set up your user account prior to the event. The process will take about half an hour or so to create an account and download the free software. Doing this a day or two before our event will ensure that you are ready on time and don’t miss the discussion!

To get started, go to this web address: http://slurl.com/secondlife/Cybrary%20City%20II/68/100/22
You will have an option to “teleport” to this address if you already have a Second Life account, or you may click on “Sign up now for free” if you are brand-new to Second Life. You will be prompted to create and account, including your virtual persona, or “avatar.” You will be prompted to download and install the free software, and then you will log in.

On your first trip in to Second Life, there is a very short tutorial which will help you get comfortable with the environment. Once you finish, you will find yourself at the MCLS Amphitheater – the location where our event will take place. The night of the event, click on the above link again and you will be teleported directly to the Amphitheater without going through the tutorial.
Questions? Contact rebekah.cavan@gmail.com

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World Builder by Bruce Branit


World Builder from Bruce Branit on Vimeo.

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Game Design and Development: A Rapidly Growing Field

Game Design and Development is huge. It’s a field that is growing now and will continue to grow as gaming environments become more ubiquitous.

The Association for Women in Computing Upstate New York Chapter is sponsoring a talk on gaming technology and related career opportunities at Rochester Institute of Technology on Thursday, January 22.

Come learn about the fast growing Gaming Industry and the opportunities and technology involved. Presented by Andy Phelps, Director of Computing & Information Sciences for RIT. Bring your entire family – this one if for all ages!

Details:
Date: Thursday, January 22, 2009
Time: 5:30pm – 7:00pm
Location: RIT Building 70, Room 2400
Street: One Lomb Memorial Drive
Rochester, NY 14623
Fee: $10 for AWC members, $15 for non-members – Includes a light dinner

Contact Email: programming@awc-uny.org

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Stepping into Science: Education in Virtual Worlds

Here is a press release sent by John S. Howard about an event that takes place next week:

“Stepping into Science” Next in Popular “Stepping into Virtual Worlds” Series

Using virtual worlds to teach and promote a love of science is the topic of the next installment of the popular “Stepping into Virtual Worlds” conference series, to be offered January 16th, 2009 in the virtual world of Second Life. Hundreds of people have attended this series, which began with “Stepping into History” in June and has included conferences focusing on literature and on healthcare. The series is sponsored by Alliance Library System and LearningTimes. The day-long conference is open to the public, with more information available at www.steppingintovirtualworlds.org. It will take place entirely in the virtual world of Second Life.

“Many believe that the next step for the Internet is going 3-D” notes John Howard, conference director. “These workshops are intended to give people a glimpse into the possibilities available when people can actually “step into” the web, rather than just reading about it.”

During this conference, participants will make virtual “field trips” to some of the best and most creative locations in Second Life that are using virtual worlds to promote science. During these field trips, they may be able to speak with those responsible for creating the simulations, and have time to explore them on their own. One field trip for this conference is Genome Island, a simulation where visitors can learn about genetics in various ways including actually entering a giant cell. Another will allow participants to experience a life-size tsunami as it crashes ashore, destroying all the buildings on the beach.

Some other features of this conference will include:

· A keynote presentation by Troy McConaghy. Troy’s educational background is in physics, applied mathematics, space exploration, and astrodynamics. He’s been involved with science-related projects in Second Life for over three years and was a founding member of the SciLands, Second Life’s science-themed continent.

· Breakout sessions presented by scientists using virtual worlds for collaborative work, and teachers using virtual worlds as a teaching tool.

· A panel discussion, allowing participants to question and interact with a variety of experts in the use of virtual worlds in the promotion of science.

“Second Life is a great communications tool for scientists and science educators,” according to Troy McConaghy, keynote speaker, “because it combines audio, video, 3D models, simulations, and real-time interaction under one immersive interface. It’s changing the way science is advanced and taught. This conference will give you a glimpse at the cutting edge of this new technology.”

Those participating in the conference will also be invited to be part of a live audience for “Science Friday,” the popular NPR radio show that is hosted in Second Life and broadcast live to radio stations across the United States.

The participants at a virtual world conference participate from their own computer, while an ‘avatar,’ or virtual representative of them, navigates through the 3-D environments and interacts with other avatars. Howard points out, however, that there is nothing virtual about the interactions at these conferences. “Behind every avatar is a person” he says. “And the networking and learning that can happen, with people from all over the world, is very real.”

Alliance Library System, co-sponsor of the “Stepping Into” series, is a multi-type library system headquartered in East Peoria, Illinois. Alliance has been a leader in developing ways for libraries to expand their missions and serve patrons in virtual worlds. Alliance is on the web at www.alliancelibrarysystem.com.

LearningTimes, is the leading producer of online communities and online conferences for education and training. Their clients and partners include educational and cultural institutions, non-profit organizations, associations and membership groups. LearningTimes provides the training, platforms, applications and expertise these organizations need to make their conferences a success. More information about LearningTimes can be found at www.learningtimes.net.

The cost for this day-long conference is $65, and participants may register for the conference at www.steppingintovirtualworlds.org.

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Keeping Tabs on Santa via the Web

The State Library of Kansas pulled together all the important information for tracking Santa’s whereabouts and posted it on the web for your convenience:

Kansas Government Information

Be sure to check these resources later tonight so that you’ll be in bed before Santa’s arrival. You know the rules: “There must be no peeking or he might pass you by!”

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