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Category Archives: Pretty Sweet Tech
Think about the last time you checked the hours of a business. Were you at home or running around town? Were you on a mobile device? Do you have a smartphone?
Statista.com shows that 48.71% of all web traffic comes from a mobile device. That number is estimated to climb higher in coming years. For this reason, many companies are adopting what they call “mobile first” strategies. This means they are optimizing their websites for smartphone screens and tablets. Sadly, this also means it may get harder for people without smartphones to access the information they need. Times are changing, and in some ways not for the better.
This also means libraries will have to adapt to stay relevant in a mobile-first world. Library customers are used to user experiences on Amazon, Google, and large department stores. If our library websites don’t have the same visual appeal, they probably won’t stay long. New customers will also be less likely to take action and come into the library.
So what can we do? If you’re familiar with web development, start by looking into responsive design and fluid layout as a way to make mobile-first happen. This will allow your content to automatically detect the size of the screen and display content properly. Just make sure your font sizes are legible and your objects are a good size for adult fingertips to activate. There are other ways to do this, including building a separate design for popular screen sizes, but that takes a lot more time and energy to maintain.
Mobile-first means we build for mobile, then make sure it works for desktop, rather than designing for desktop screens and hoping for mobile. If users have to scroll from side to side a lot, or zoom in and out to navigate and read text, they won’t stay on your site long. Next time you visit a website on your phone, think about why it works or doesn’t work for you, and why you click away. Stick with what works for your library.
But what if you’re not a developer, or don’t have that kind of time? Luckily, all you need are the right tools! WordPress is a great content management solution that makes it quick and easy to set up and maintain websites. Google “best responsive WordPress themes”. Choose one, make a quick test site, then hop on your mobile device and take it for a test drive. Can you read the text without zooming much? Can you click buttons without zooming, or missing the button? Is the navigation menu easy to use?
If that seems easier said than done, give me a call and we can walk through the steps of mobile-first design for your library’s website. If you already go through Nebraska Libraries on the Web, I can help you find a new, more responsive WordPress theme. If you want to make the switch, let me know at email@example.com.
To learn more about Mobile-first design, check out these resources:
What if someone hacked your smart device and started talking to your baby through a baby monitor? It’s chilling, but it happened in Detroit. Smart homes are the cool new thing, but how do we secure our homes in a digital world?
Possibilities of Using Smart Devices
Some of you may have an Amazon Echo or another smart device nestled quietly in our living room. Other hardware can connect through Wi-Fi through a central smart device and you can control your home through voice commands or an app.
There are smart thermostats, security cameras, baby monitors, webcams, alarm clocks, home security systems, lighting, vacuums, and more. Much more. This opens the door to some infinitely powerful opportunities. Possibly more smart libraries too!
Possible Risks of Using Smart Devices
Now onto the part nobody wants to know about: how can we get hacked?
Norton, a company that specializes in digital security, wrote 12 Tips to Help Secure Your Smart Home and IoT Devices. This article describes some common ways cybercriminals can hack into your smart devices:
- Router Hack: Cybercriminals can infect your router using malicious software, then sneak into your system through the backend.
- Security Cameras: Unsecured network connections linked to a security camera can allow access points for cybercriminals to spy on you through your camera.
- Data Misuse: Devices like your thermostat collect data about your home to run more efficiently. Unauthorized access to this data can allow cybercriminals to guess when you’re not home to break into your physical location.
I’ll leave it at those few examples for now. You can check out the article to learn more.
Smart Device Security
Now for the most important part. What can we do about this?
- Routers: This is something most consumers don’t think about. Here’s an article with more information about how to secure your wireless router at home.
- Firewall the Network: It’s hard to secure individual devices. But here is some more information about how to further secure your network and add firewalls.
- Strong Passwords: Check out the article above about using strong passwords to further secure your devices and data.
- Data Misuse: All the data collected by these devices has to go somewhere. It is stored and used by the company that made the device. Here is an article from the Institute of Electrical and Electronics Engineers (IEEE) describing data concerns when developing IoT. Remember to look at data policies from your devices.
Have fun with your Smart Devices. Remember to do all you can to keep yourselves safe. With great power comes great responsibility!
Coding is no secret. In fact, there’s an almost paralyzing amount of information available to people. So much that it can be difficult to decide where to start and where to go next. Knowledge of computers and technology is rapidly becoming vital to life, but many people don’t have a computer science or technology background. And that’s okay.
In 2017, the American Library Association (ALA) and Google saw this and partnered together to make Libraries Ready to Code. Librarians and educators from 30 different libraries worked on their own project to decide what “coding” means to them and how to best introduce it to their own communities. The result is s set of tools that has been made freely available to us all.
This resource is geared towards all experience levels, so you can filter resources by experience level: “I’m Getting Started”, “I’ve Had Some Practice”, and “I’m Experienced”. Some of these resources are further divided into subject categories like art and fashion, while others are parceled out by recommended age range. Either way, this resource is a great place to connect K-12 students with computational thinking and “coding” skills.
But keep in mind that this is just a drop in the bucket of what is available. Not everyone learns the same way either. Feel free to look to these learning tools as inspiration to build your own. Think of Libraries Ready to Code as a starting point on the long road towards future-ready technology.
Keep an eye out for students who devour every resource on this list, then ask for more. Ask them what they want to learn, then do a little digging to find out which resources you need to make it happen. You might not know every line of code that makes a product work, but you can connect interested students with the information they need to learn.
At one time, information took the form of books and journal articles. Now that information may appear in a Raspberry Pi or YouTube video. It’s time to curate our ever-changing resources. But do yourself a favor and don’t try to learn every bit of technology on the planet. You would be in for a world of hurt.
Start asking students to teach as they learn. There is no telling what people are capable of when given the tools to learn. Take a look at this Virtual Reality headset and software built by a group of high school students in France. Their passion was to make technology accessible to all income levels. They learned more thoroughly with the intent to teach. Virtual Reality, Augmented Reality, machine learning and more are all at our fingertips.
Technology is not slowing down, and neither are libraries. We can work together to curate resources and pave the way towards a better future.
Libraries the world over are using images from the web to build websites and other cool projects. It’s easy to do a quick Google search, find some cool stuff, copy, and paste. This is not always exactly legal though. This post will give you the briefest of brief overviews of image copyright, then dive into how to find copyright free images on the web.
What is Image Copyright?
First of all, image copyright can get complicated. Only a copyright lawyer will be able to give you sound legal advice about images. That being said, MIT put together a useful slide set about what copyright is and a Fair Use Quiz. Here’s a helpful rule of thumb from their slides: “if you are not the creator of the work, you don’t have the legal right to copy, share, or display a photo, figure, music, video or a piece of text that you did not create, and you could face penalties if you do so”.
The exception to the rule is the somewhat murky fair use of copyrighted material. The Fair Use Quiz also has a handy table describing the factors that go into determining fair use. Copyright.gov also has a lot more information about copyright law and application.
What are Free-to-Use Images?
Here’s some good news! There are some images where the author automatically made their stuff free for commercial and public use! You’ll know you found one because it will say “Free for Commercial Use, No Attribution Required”. Some may be free with attribution, meaning you need to add a small caption with the creator’s name, and possibly the original website from which the image came.
Finding Free-To-Use Images
- Google has an advanced search tutorial to filter results to free to use images
- Pixabay has a wide variety of free images. There is an optional donation to the author and to keep the site running. It’s also free to set up an account!
- Search Engine Journal put together a list of 41 Places to Find Free Images Online That You Will Actually Want to Use. Some sources also have video clips.
That list should keep you busy searching for a while. I hope you all have a fun, safe search!
Recently I was asked an age old question: do libraries need their own app? To answer that, let’s take a look at how apps are made:
- An Idea is Born: Your library has identified a need in the community. You have explored different technology options to solve this need and discovered an app will reach the most people since more patrons own smartphones than computers.
- Designing the App: You put your dream team together and brainstorm how this app will work. What are your main goals? What do you want people to get out of this app? How will the user interface look so it is easily navigated? There are many questions here. A simple navigation prototype in PowerPoint or on paper will work for getting ideas on paper.
- Getting User Feedback: Describe your app idea to your target audience. Is there interest in the app? Would people use it? Which devices do users have? Which platform should the app be built upon? iOS? Android? Both?
- Fundraising: Apps are not cheap to build. They take time to design, build and maintain over time. App development is a marathon, not a sprint. Depending on complexity, apps can take between $10,000 and over $200,000 for the initial build. Then $1,000 or more for monthly updates to keep the app working. More if you want a native built app across multiple platforms. Plus consulting fees.
- Development: If you’re developing in-house, you need to identify existing staff, or bring on new staff to complete the project. If you’re using an outside company, you’ll probably need to use a bidding process, then communicate clearly with the company to let them know what you want. This process takes time and effort.
- User Testing: It’s time to test your first build to see if it meets the need you intended. It may take time to raise awareness that the app exists and get people using it. User feedback can be tricky.
- Updates/ Maintenance: A good developer can translate user feedback into workable updates for product improvement, without losing (m)any features.
All in all, a good app should suit a specific need, be well-designed for user navigation, and be updated regularly to retain users. Think about the apps on your phone. How many apps do you download and use consistently? What is the shelf-life of your apps? Which apps are competing for your attention? Think about what makes you repeatedly click an icon.
Can your library design an app that will stand the test of time for your patrons? You won’t know until you try.
Applications of Virtual Reality (Virtual Reality Society)
25 Best Google Cardboard Apps for iOS and Android (Think Mobile) This is a good, low-cost way to test out VR if you’re just getting started. Just get a Google Cardboard for about $10 and download some apps on your phone.
If you’re looking for more advanced options, here are some things to watch out for as you’re searching for VR opportunities:
1. If you’re using a mobile app with Google Cardboard or another headset designed to use a smartphone as a screen, think about which smartphones you’re going to use. There will be different apps for iPhone and Android. Not all are created equally.
2. Using a Bring Your Own Device (BYOD) for smartphones to be used in headsets can be tricky. Some apps don’t work with different phone models. You might want a library device available for patron use when their own phone isn’t compatible.
3. When choosing a more expensive headset like the Oculus Go, Oculus Rift, HTC Vive, or Playstation VR, or another headset, consider additional hardware expenses. Headsets like the Oculus Rift need to be hooked up to a computer with a really good graphics card. This graphics card can get pricey.
4. Not all games for the more expensive sets will work for every set. When games are designed, they are generally designed for a specific platform. So if you tested out National Geographic apps on Oculus Go, they won’t necessarily be available on every other headset. If you need a specific app, keep that in mind.
5. Many headsets have free options. You might want to start out with these and only add in a few paid options as you go along. This can keep costs down and allow your VR library to scale slowly.
VR is pretty awesome, so don’t let the potential pitfalls get in your way. It is just something to keep in mind as you’re choosing VR options and working out budgets. Feel free to email me at firstname.lastname@example.org if you have any VR questions.
A push to add Art to STEM (Science, Technology, Engineering, and Math) learning took storm a while ago. Then technology took over the world. But what about the humanities? The study of people is what made most technology possible. Ethnography, anthropology, psychology, linguistics, literature, and ethics are the driving force behind how and why technology is created, marketed, and how technology influences society as a whole.
Natural language processing would not be possible without breakthroughs in linguistics. Virtual reality games wouldn’t be very interesting without a good plot line to draw in gamers. Video game designers use psychology to study their target market and cater their product to the needs of the gamer. The internet is changing the way people think and interact with the world at large. To steer technology creation and use towards a positive impact on humanity, the humanities must be considered.
That is what we are doing with digital citizenship. We are asking people to look at how technology impacts themselves and others. We are asking people to look at the world today and ask themselves if their actions are making a positive impact on those around them. That is the core of ethics. What is the world today, and what do we want the world to be? How can we make a change towards the better? Can we agree on what makes life better, then work together to build a movement towards positive change?
Ethics teaches us to look at the complex nature of humanity and decide where we want to fit in the world. Are we making a positive contribution to our friends and community? What happens when everyone goes along with the status quo? What makes us do the things we do and how can we identify the need for change. Ethics.
Digital literacy will require us all to ask ourselves some hard questions. We are teaching kids to build an online identity that will make them look good to their friends and future employers. But what is their identity after they log off the computer? Making a positive impact in our small corner of the world means building introspection, empathy, and deciding who we are as individuals. How does an individual fit into their community? How does our community fit into the world? What can one human do?
There is no simple worksheet or lesson plan that will instill this thinking into growing learners. This will take large scale change in the world. It will mean looking at how technology affects us as individuals. It will mean guiding the use and creation of technology towards a greater purpose. There are no easy answers here.
Knowing how to use a tablet, a smartphone, a computer, and choosing the best device to suit your purpose is a good start. It opens doors to endless possibilities. But using that technology to shape yourself and the world into a better place is the real challenge.
The humanities are the beating heart of digital literacy. Humanity can exist without technology. But technology shouldn’t exist without humanity. And right now, it seems like the H in STEAM is silent.
I’ve had a Raspberry Pi and a mess of electronics components sitting on my desk for several months. My original Pi plan was to demonstrate how Raspberry Pi could be used in a functional project that could be actively used in the library. So I set it up using Python Programming’s Raspberry Pi Tutorial series. I’ve dabbled in Python before, but not extensively. It was kind of fun to play in the terminal again.
For those who haven’t used Python or Raspberry Pi, the Pi is a little $35 computer. But you do have to add your own monitor, keyboard, mouse, power supply and SD card. I use ‘$35’ loosely here. The Pi also has a set of GPIO pins that will let you add on motors, sensors, LED lights, and various other bits of electronic goodness. Python is a programming language that can be used for robotics, computer programming, machine learning, and many other things.
If you Google ‘Raspberry Pi Projects for Beginners’, you’ll get an overwhelming number of ideas. My problem was finding one that wouldn’t just be another cool thing sitting on my shelf. Finding the motivation to learn as an adult is drastically different than when you’re a kid. To devote the amount of time necessary to learn more complex electronics, I needed a project that would motivate and mean something to me personally.
Then I got to a tutorial in the series that told me to uninstall Wolfram Engine to save space. This isn’t the first tutorial that has recommended doing this, and nobody seemed to really know what Wolfram Engine is. So, being a good librarian, I looked it up.
From their website, “the philosophy of the Wolfram Language is to automate as much as possible, so programmers can concentrate on defining what they want to do, and the language will automatically figure out how to do it”. Stephen Wolfram explains it better in his explanatory video on the site’s homepage.
Anyway, the language is fascinating, but what really interested me were the demonstrations of use that were categorized by subject. The demonstrations on this page show how math can make the real world come to life in a visual, sometimes interactive, diagram.
I discovered that Wolfram can be used in machine learning. So I waded into Google’s Machine Learning Crash Course to learn more. After going through a good chunk of that crash course, I returned to the demonstrations available on Wolfram’s website and explored them through a different lens.
You can learn a lot about how artificial intelligence works by playing Rock, Paper, Scissors with AI Player. This player is found in the Life Sciences- Psychology section of the demonstrations. Machine learning looks for patterns the developer tells the program to look for and learn from. If you look in the “details” section below the player, you can see the factors that went into the algorithm behind the AI Player.
These factors are rooted in psychology. Other developers might place emphasis on different factors. This is a good reason to question the basis of machine learning algorithms. Depending upon the application for machine learning, we might all want to start looking deeper into the patterns these algorithms are told to look for in the data.
I digress. After returning to Wolfram, I then returned to the Pi. From a $35 computer, I discovered a fascination with machine learning. That led to a fascination with robotics and augmented reality. I returned to the Pi and still couldn’t find a project that really interested me for the library. It’s difficult to force learning when there is no real interest. But without the Pi, I would never have discovered a fascination with those other topics.
So what did I learn? Sometimes your learning outcome is drastically different from what you set out to learn. If you follow your natural curiosities and let them lead you where they may, you can discover a depth of passion that was previously unimaginable.
Given the right tools and information paths, your patrons could use the Pi to learn the basics of computing and pair it with other information sources and subject matter experts to create something the world has never seen. You can’t force learning, but you can encourage self-discovery.
It has been well established that everyone can learn to code. But “coding” is a very broad term that can apply to a lot of different things. Coding skills are used in web development, robotics, software development, machine learning, virtual reality, augmented reality, Internet of Things, and much more. But if a student is going to become an artist, graphic designer, marketer, sports therapist, or any other profession under the sun, why do they need to learn coding? How will technology affect their chosen professions?
Honestly, many learners may never go in-depth into the coding process. But it helps to have the exposure. How does anyone know they like something unless they try it first? That being said, even if everyone doesn’t learn coding, they should know about technology. All of the tech I mentioned will have a huge impact on every profession. We’re already starting to see that happen.
Internet of Things is working towards making smart cities and communities. Machine learning is powering many popular search engines. Virtual reality is becoming more popular to train new employees across industries. Augmented reality is being used in manufacturing and other industries to label parts and pieces for assembly. That is just a drop in the bucket of examples.
Different professions are also inspiring the design and creation of new technology. There is now a robot that is folded like a piece of origami. When the material is heated, it unfolds itself. This is being used for internal medication delivery in experimental medicine.
The study of animal locomotion and biomechanics has been used in robotics for quite some time. If a robot needs to thrive in a desert, why not give it the attributes of an animal that thrives in the desert? Computer networking is inspired by how bees communicate.
Psychology and sociology comes in handy when designing a virtual world that will not harm the user, whether mentally or physically. Those two fields also comes in handy when marketing the finished product for commercial use. Historians and ethnographers may be interested in how technology has shaped or will shape individuals and society as a whole.
Long story short, everyone may not need to know coding, but in the near future, every profession will likely need to collaborate with someone who does code. This means having knowledge of how technology works, how to break information down into steps, and how to provide useful information during the design and iteration process.
Having at least minimal understanding of HTML and CSS may go a long ways towards walking a mile in a coder’s shoes. Knowledge of how technology works will also help individuals seek new and innovative ways to help shape the future of their chosen profession. Learning ethical, responsible use of technology early on will help guide users towards positive applications of technology later in life. These decisions affect us all.
If you’re looking for ways to introduce beginners to computer programming, block-based programming is a great place to start. These programming languages use graphical, drag-and-drop interfaces that make it easier to understand, develop, test, and tweak programs. In the case of Lego Mindstorms EV3 software, this program can control a robot made of Lego pieces that look similar to Knex pieces. Users just drag blocks into the programming area and change the settings to make the robot move, interact with sensors, display text or images on the screen, and more. This video made by Lego Discover will show you how to build your first program.
Lego Mindstorms is a more expensive option that the Library Commission uses through the Library Innovation Studios project. If your library wants to test out a powerful, free block-based programming interface, check out Scratch, made by MIT Media Lab. Scratch will let you program online stories, games, and animations. For free.
Rather than get bogged down in which language to learn, libraries can focus on how to learn. The best thing we can all learn is how to break complex information into smaller, more manageable steps to learn from the ground up. After people learn how to think like a programmer, they can decide what they want to learn more about. When people know where their interests lie, they can choose a program to suit their needs. Choosing a language without a purpose is a great way to quit before you start.
To encourage people to learn to code, try to connect them with good reasons to code. Technology is being used in multiple industries right now. People of any age or subject interest have a reason to learn programming. I will talk about more motivations to learn coding in future posts. Stay tuned.
Digital literacy has taken the library world by storm! What is digital literacy, you may ask. You will likely get a slightly different answer from every person you ask. The concept has also been called multiple literacies, technology literacy, 21st Century Skills, and similar.
What it all boils down to is that we are all trying to prepare students and all library patrons for the rapidly evolving digital world. There are 81 years left of the 21st Century. Nobody knows what the future will hold. But experts in digital and technology literacy have an educated guess as to the skills people will need going forward.
Here’s what the International Society for Technology in Education has come up with after working with a variety of leaders in education (excerpted from this table):
- Empowered Learner
- Digital Citizen
- Knowledge Constructor
- Innovative Designer
- Computational Thinker
- Creative Communicator
- Global Collaborator
For a description of what all of those mean, check out the ISTE Standard’s website. This will provide information for what students should know, how educators can prepare, and how coaches/ professional development assistants can prepare for the future. There is also information about Computer Science Standards on this website for those who want to dive a little deeper into the wonderful world of coding and the process of creating or adapting technology. Be forewarned, it’s a lot. And it won’t all happen overnight.
We all have a long way to go before we’re all ready for the rest of the 21st Century, but we’ll get there eventually. As we move forward into the technology revolution, take a moment to think about how much technology is too much technology. Be selective about what is probably just a fad and which tools might gain momentum and be worth your time and effort. Do the best you can, mistakes will happen, and the world will keep on turning. Keep in mind that just because a new technology exists, doesn’t mean we have to use it.
Students will still need to know how to use a paper and pen by the end of all this. Soft skills and social skills will be more important than ever as people become tempted to isolate themselves in a digital world. It’s time to find a happy medium between digital and physical tools. We’re only human.
Have you ever opened Google Chrome on your smartphone and filled out a form online? Then when you got home, did you try to fill out another form and have the blanks automatically fill in? That wasn’t an accident. When you sync your devices or accounts together, Google is able to share information between those devices. Sometimes this is helpful. Other times, not so much.
Google is very transparent about which types of data it collects: https://safety.google/privacy/data/. This site will give you a rundown of the types of data that are stored and how Google says they use the information. There are just a couple points I want to touch on here.
1. When you download Google Chrome, it will ask if you want to sync your Google account to this particular browser. When you’re on a home or personal computer, this can be helpful. But if you’re loading Chrome on a work or shared computer, you don’t necessary want everyone using that computer to have access to your Google search history, photos, personal information, and anything stored in Google’s information banks.
If you’ve already synced Google Chrome at work with your Google accounts at home, fear not! Here are instructions to unsync your accounts. With just a few clicks, you can make your forms stop autofilling your home address.
2. The other quick tidbit is about using Google Docs at home and at work. Feel free to make two separate accounts through Google docs. Then you can remove your home account from your work account. Here’s how to delete your Google Account Information from a device.
Protecting patron search and material use history is important in libraries. Librarians should have the same protections! Remember, your privacy is your own.
Have you ever been on a website that asks you to login using Facebook? This usually appears as a quick one-click button that lets you link this app to Facebook so you don’t have to manually enter a lot of your own information into the new website. So how do websites get this button on their website?
It’s surprisingly easy. Take a look at the Facebook Login Overview on Facebook for Developers. Any website can use the Login if they only need access to a user’s public profile and email address. The overview states that “to ask for any other permission, your app will need to be reviewed by Facebook before these permission become visible in the Login Dialog to the public who’re logging into your app with Facebook”.
Looking at their App Review process, apps have to submit a request on a feature by feature basis and match that request to the product offered on their site. Businesses also need to verify their business identity. Businesses also have to sign a usage agreement.
That is somewhat reassuring, but let’s rewind a bit here. Any business, verified or unverified can use this Login feature to gain access to the public profile. Think about what’s on your public profile: a cover photo, gender, networks, schools attended, age range, language, country, and any information that appears on public searches. Imagine what companies can do with some of this information.
Some of these third-party websites may also sync up with Facebook to post some of the information from their app on your profile’s timeline. For example, Goodreads is a very popular website among librarians. Depending on how you set up your Goodreads account, you may have given Goodreads permission to automatically post your completed books to your timeline. Do you want all of your Facebook friends to know everything you read?
If you’ve already accidentally synced an app with your Facebook profile, there are usually ways to undo or change the settings. Here’s Goodread’s Help page if you want to take a look at the permission shared between Goodreads and Facebook. They also provide information about how to adjust the settings.
One day, drones may deliver library books to home bound library patrons. That day may come sooner than you’d think.
Drones are Unmanned Aerial Vehicles (UAVs) and can be controlled remotely or fly autonomously through the use of a pre-programmed flight plan. These drones use sensors to control their flight path and to collect various types of data. This data can range from weather information to chemical emissions to a collection of photographs.
Today, drones are being used in the military, by landscapers, construction workers, farmers, artists, researchers, and just about every industry known to man. So how are they being used in the library? Here are a few examples:
Drones on Loan: People want to learn about drones and take them for a test drive. The Arapaho Library has 4 copies of a Hover Camera Passport Drone available in their regular catalog. Georgia Highlands College has a similar system in place. If you would like to replicate this in your library, try testing out demonstrations with one drone and gather patron interest. If there’s interest, it might be time to update your loan policy to cover damage and incidentals on a drone for loan!
Delivery Drones: Right now, Amazon is pilot testing a delivery drone. Their website says their drones are “designed to safely get packages to customers in 30 minutes or less using unmanned aerial vehicles” using Prime Air. It’s not hard to imagine how these could come in handy for libraries one day.
Drone Demonstrations: You can also do some drone demonstrations in the library. This might take a bit of practice to get the controls down, but it’s definitely possible! It’s quite probably you could find an enthusiastic patron who has experience that might want to teach a few classes in the library.
The best way to learn about augmented reality is to use it. The easiest and most cost-effective way to experiment with augmented reality (AR) is with an app. AR uses the camera from a smartphone or tablet to take in information from your surroundings.
The information is fed into an app and that app can be programmed to superimpose images, audio, or other computer generated media when a trigger point is reached. That trigger point can take the form of a specific object, a longitude and latitude registered via GPS, or a person’s face. Here are a few examples you might want to try in your library:
Pokemon Go: This one is incredibly popular across multiple age groups. It uses GPS on your phone to pinpoint location, your smartphone camera takes in images, and the app superimposes Pokemon at specific GPS location. So if you see someone walk into a tree with their phone held out in front of them, it’s possible they were trying to catch Pokemon.
BBC Civilisations AR: This app was made by the British Broadcasting Corporation (BBC). They selected 40 different historical objects from famous museums and developed this app to allow people from around the world to project and explore there objects in their own home. They hope to gain user feedback to improve their project, so feel free to let them know what you’d like to see from an app like this in the future.
Metaverse: This augmented reality platform will let you try building your own AR app for free! They have plenty of walk-through tutorials to get you started with programming different images, animations, and interactive library games to pop up throughout your library building and surrounding area. Have fun exploring!
Google Expeditions: Of course Google has some AR apps. They also dove into AR platforms. Google Expeditions is designed to allow users to explore and learn more about different world landmarks, weather phenomenon, hard-to-reach locations, get up close and personal with animals, and digitally explore the world. Just a heads up that this app has VR and AR options. The VR side has had mixed reviews with compatibility issues for different headsets. The AR has better reviews, but takes a bit of practice to implement.
Nowadays, many robots are infused with artificial intelligence (AI). It may seem like robots can do anything, but they really can’t.
As librarians, this is good information to have. Some libraries help patrons with professional development. Help steer them towards jobs that robots will not likely be able to do in the near future, if ever. To do this, it helps to first know what AI is and how it works.
AI is basically software that writes itself and can perform particular tasks. AI has a learning curve. Quite literally. The new machine must be trained by a large amount of data so it can detect the correct patterns and replicate the correct action(s). In the beginning, a human operator might supervise this machine and take note of any mistakes made. These mistakes will be logged and a new set of data will be fed to the AI software to correct the mistakes. This process is repeated until the machine is operating correctly in an unsupervised setting.
Let’s use the example of self-driving cars. There are several variables that go into driving. The car would have to be fed lots of information, including how to detect a stop sign. But if the car was only fed images of stop signs during the day, it might miss stop signs at night.
Needless to say, AI has a long way to go. It is powerful and has great potential, but it can’t do everything. Bernard Marr estimates that AI will take over “receptionists, telemarketers, bookkeeping clerks, proofreaders, delivery couriers, and even retail salespeople” (7 Job Skills of the Future (That AIs and Robots Can’t Do Better Than Humans).
But robots can’t feel. They may appear creative at times, but they are just programmed. Robots will never be the underdog that sees impossible odds and decides to try it anyway. Robots will never truly care about people. If patrons walk in asking which jobs are going to be safe from robots, steer them towards cultural preservation, emotion/ empathy based jobs, and creative problem-solving with human interaction. Humans will also be necessary to build, maintain and improve upon robots and AI.
I’m sure many of you have heard the phrase “Internet of Things” (IoT) being tossed around recently. Basically, IoT is a network of interconnected devices that can communicate with one another. If a device has WiFi capability and sensors applicable to the device’s purpose, that device is able to be part of IoT.
As you dive deeper into the wonderful world of IoT, you will quickly discover that not all devices that are marketed as “smart devices” will be compatible with one another. Some of you may have discovered this with the Amazon Echo system. The Echo uses Alexa, their natural language processor, to accept spoken commands to control connected devices.
CNET put together a list of devices that are compatible with the Echo. You might notice that many of these devices are either made by Amazon or have “Alexa” in the description. This means the Echo is leaning towards being a proprietary device, it favors items that are made and specifically designed for its own system. Many companies do this, not just Amazon. Hopefully cross-compatibility will be more popular eventually, but not just yet.
Long story short, as you’re incorporating IoT devices into your home or library, choose a reasonably priced brand, then carefully check compatibility with your chosen brand before making any purchases. A little prior planning can go a long way to save time and money!
The maker movement has seen some amazing things in recent past. But what exactly does it take to become successful as a budding maker? There are many answers to this question, but one overarching theme across the board is this: learn from failure. Failure is a fact of life. It can lead to growth. It can lead to finding a new passion.
As libraries set up more and more maker stations, start teaching failure in your training classes. If a patron walks in and gets frustrated because they didn’t succeed right away, encourage them to keep trying. Remind them that Rome wasn’t built in a day. True artistry takes years of practice.
If somebody experimented with a new design on a new machine that didn’t turn out quite the way they wanted, take a look at it. Find where they went right and provide constructive criticism on where they went wrong.
For those librarians with new and unfamiliar technology, encourage the patron to take a second look at their own work. Ask them what they see now that they didn’t see when they first made the design. Ask the patron what they would do to change the design to improve it. Get them thinking. Wait for them to have that “eureka!” moment.
As librarians, there are lots of things we can do to empower our patrons to try new and different things. One of the most powerful things we can do is encourage failure.
Virtual reality is huge in the library world right now. The trick to making this technology popular in your library is to tie virtual reality (VR) into your community. Show how VR contributes to a greater good. The key is to find out what your patrons are passionate about and get creative about the industries to which VR is applied.
For example, did you know VR and augmented reality (AR) has been applied to the agricultural industry? An article in Future Farming describes a VR/ augmented reality app that helps drivers learn the control functions of a Claas tractor. The app uses augmented reality to digitally project and describe any feature on the control panel. This speeds the learning process and decreases user error on the job.
This is a great example to use when teaching library patrons about the possibilities for VR and AR across multiple industries. Similar apps have been made for tractor and machinery manufacturers. There are even Farming apps to give potential farmers a taste of the good life.
As a librarian, you can do great things by helping library patrons relate current technology to industries and hobbies for which they have a passion. Then everybody will want to learn more about how to use VR and how it works. Food for thought.
An app on my phone will tell me exactly what I did on February 23, 2014. Apparently I went to a restaurant from 6:05PM to 7:23PM. It took me 23 minutes to drive back home. I was home the rest of the night.
That was almost five years ago, so how do I know all this? Easy! The first app I ever downloaded was Google Maps. It has a little known feature called “Google Maps Timeline”. I never read the full terms of agreement before I hit download. I just wanted to know how to get to the restaurant.
Even when I don’t actively use the app, it still tracks my every move with decent accuracy. The history can only be accessed through the app or your Google account. But what if you lose your phone or your account gets hacked somehow?
I find it useful when I’m filling out timesheets. If you’re into scrapbooking and you use Google Photos, you can set your timeline to display photos you took that day. It’s great for timestamping memories.
Long story short, every piece of technology has pros and cons. Take a good look at what you’re actually downloading when you add a new app to your phone. Just because an app has a feature available, it doesn’t mean you are required to use it. If Google Timeline makes you uncomfortable, you are free to turn it off at any time.